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Post by Pure Miriam on May 30, 2019 13:02:33 GMT -6
This update reveals more than it feels like at first. Well, let's break it: ZANGETSU PLAYABLE
Zangetsu being playable is not a surprise. Most people guessed that when he was revealed back in 2015. Now, it is time to speculate how he will play out. It was confirmed (on Discord) that he needs to be unlocked and there is only one playable character remaining. My guess is that he will play a bit like other Igavanian Extras. Some skills and special inputs, a specific way of leveling (either just killing enemies or finding upgrades, or both) and some adaptations (either on scenario or at his own abilities) to traverse the castle. This corridor was seen before at some other videos. It is a beautiful piece, everything looks so detailed and the background goes a long way to show the windows on the back. The japanese region we barely saw it. At first, it looked like japanese caverns, but now, we can see something that looks like stars on the sky, but i thnk it is just a really nice effect. Zangetsu at some purple-looking caverns killing an enemy with a fire attack that lit the place. Cool-looking. Zangetsu traversing what looks like a revamped Garden of Silence using his grappling hook. ADDITIONAL CONTENT AT DAY 1
Nightmare Mode : the fact that they revealed Nightmare Mode now, and that there is a mode called "Chaos Mode" revealed before, means that Chaos Mode and Nightmare mode are, indeed, two separate things and that's actually interesting. It begs to ask: what is the Chaos Mode? New Game Plus , 8-bit retro level and Cheat codes: all of this were granted, of course. MIRIAM AT THE PIANO
To those who saw, or was able to get the "secret / unfinished" area of Garden of Silence at 2018 Demo and to those who listened to a certain piece, know what this means... THAT'S ALL FOLKS!
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Post by Pure Miriam on May 27, 2019 0:58:08 GMT -6
4blackout has a very good point and that's something i thought myself before. Low drop rate (one of the main reasons fo grinding) is something that make sense if what you are trying to get is something that would completely unbalance the game if picked up earlier. Something i also noted is that Igavanias overral never really needed level grinding, but i remember the dev team saying that Bloodstained is a bit more open-ended than IGA's other games. You can notice certain areas are advanced, with harder enemies ande would be best to go to these places later on, but you can still try it if you feel you can. That may be a clever way to add grinding to the game as something optional, since you aren't required to go to these places early in the game.
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Post by Pure Miriam on May 26, 2019 0:50:03 GMT -6
Official Site's pictures still not working =\
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Post by Pure Miriam on May 25, 2019 16:43:43 GMT -6
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Post by Pure Miriam on May 25, 2019 2:05:46 GMT -6
If anyone felt offended on what i said, i apologize, it wasn't my intention. I don't consider what i said to be something offensive, but i understand it may have rubbed people badly and i apologize for that. I don't change what i think about this whole issue and again i'm not going to argue about it, but i didn't want to offend anyone in particular. And...well, honestly, i'm more concerned about the fact that some pictures i used in my post was blocked due to hotlinking. Someone sent me a message pointing that out (thanks roguedragon05 ). I got them from Bloodstained's official site and when i went there to reup them somewhere else, i realized that the site itself got them from somewhere else and it is blocked there too lol Seriously, take a look at the OFFICIAL SITE's gallery down there. Several images where blocked. They need to fix that, so i can fix that on my post too lol
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Post by Pure Miriam on May 23, 2019 11:26:22 GMT -6
Overlord I'm not going to argue over this. I don't want to turn this into a fight. I listened to what you said and considered it. That's what i think and i stick to my opinion.
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Post by Pure Miriam on May 23, 2019 9:41:47 GMT -6
Let me comment bit about this update. I have lots of things to say. I will comment on what concerns me, so, here goes: THE PREORDER VIDEO and NEW PICTURES
Here are some small new content shown at the preorder video and at Bloodstained's official site. Dian Céccht Cathedral, we can see the Killer Barber, a new Winged Demon and a bautiful scenario with a gorgeous stained glass background. I really missed that on a game called Bloodstained, so it is good and refreshing to see that. Miriam is using some kind of Shard that remembers a upgraded version of Castlevania's Holy water and it looks cool. Miriam summoning a huge menacing dragon that attacks an enemy with it's claws. Not much to say, just really fun and badass-looking. I think this is still Dian Céccht Cathedral, considering the stained glasses. The same demon shows up, the Winged Demon, with a freaky looking red creature on fours, Miriam is customized with a red pallete and it seems she is summoning some kind of flame circle with knives. It all looks gorgeous and awesome. I think this is at the same scene as above. They just turned up the game at that specific place to do that, considering there is just 5 enemies killed and the map is at 1.50%. I loved Miriam's headpiece, those stained glasses wings. A cutscene? Miriam walking through a fog-filled area, it looks mysterious. THE GAME CONTENT
So, the game will be released, as people say, in a staggered way, with most extra content being released after the main game. I'm okay with that. They took time to do everything on the main game, so, i'm fine with that. The main content alongside the game is good enough already! THE PAID DLC
Wait...SERIOUSLY? Some people are REALLY complaining that they are offering backer-exclusive content to everyone else for a price? I mean...really? You didn't bought a game on kickstarter, you donated for a project to be created. That's what you did. I think it is fair to charge for backer exclusive content and offer it for free for backers, that's the best, most reasonable and decent choice. People know me here, and knows that i'm always calm and respecful, but please, i can't believe this. There is a limit for someone to be selfish, petty and self-centered. That's all folks!
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Post by Pure Miriam on May 21, 2019 1:34:50 GMT -6
The SVG youtube channel did a great summary of what Bloodstained: Ritual of the Night is. The video itself was recommended by Bloodstained's official Facebook page, so i thought it would be good to put it here too, if any people from the forum or guests are still thinking about buying the game or not. This is a 5 minute video that may help undecided people. Here goes:
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Post by Pure Miriam on May 20, 2019 2:58:09 GMT -6
Great reminder, and i wanted to add two cents to that.
I'm not boasting myself or anything, but i'm graduated on journalism (although i work on something completely different, so, i'm not boasting myself, actually i'm saying i wasn't good enough to work in such industry heh, life) and the thing about gaming reviews is the same about any kind of review. We don't need to stop reading reviews because we don't agree with them, there are good reviewers and bad reviewers out there, and, normally, for those who know a thing or two about how that works, it's easy to point out what a good review is and what a bad review is.
First of all, and we learn that at the first year of college, is that impartiality doesn't exist. Objectivity exists. The main difference between opinion and review (or critic) is that a review is an opinion with evidence, basis or facts.
That is a small tip for anyone who likes to read reviews, but i'm going to use our game as example. When Bloodstained start to get reviews, i advise people to pay attention to not only what the reviewer says, but what he uses as basis, evidence and facts for what he or she says, because, as i said before, that's the difference between biased opinion and objective review, from an academic standpoint.
If the critic says "lightining work is subpar", that is a biased opinion, but if he/she says "lightning work is subpar, you can see Miriam and enemies shadows but they go to random directions and it doesn't make sense with the actual lightning on the scenarios", that is a objective criticism. You may not like it, but if what he/she said is true, it is a fact. It has evidence to support such claim.
A GOOD review is more or less like a scientific work, or a judgment sentence. Everything you say must be supported by evidence, facts or some kind of proof of what you are saying.
Now, take a good look or try to remember last reviews you read and think how many actually does that, and you start to understand why so many people gave up on actually considering reviews in the first place.
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Post by Pure Miriam on May 14, 2019 2:05:37 GMT -6
I just remembered something. IGA said in some interviews that he wanted the game to have a high drop rate. One of these interviews you can see here ( shmuplations.com/bloodstained/ ) when they still had some ideas they gave up later on, but take a look at this part: I want Bloodstained to have that collecting component to it, and the drop rate will be set high.Later on, on another interview (i don't really remember where he said that, but i do remember he explaining that) he said that the drop rate would be higher than usual for his games because most things in the game depends on drops. MOST of the content is drop-dependant (crafting materials to forge new equipment, shards to give Miriam new powers, etc), so, if the enemies doesn't have a higher drop rate, the game would be too difficult due to how dependant you are of drops to improve Miriam. Still, some equipment, crafting materials and such will be at the game inside chests and such, lowering down your need to hunt for them all the time, and that also puts grinding down a bit. That reminded me of something, by the way, not completely related to this thread, but still linked to it. Does anyone remembers this? SHARD CANDLESTICK This is a "Shard Candlestick". It was shown at 2017 Demo. Some kind of artifact that for some unknown reason had a Shard that you could break it to get it. At 2017 Demo, they put two Shard Candlesticks. One with Fire Cannon (from Morte Cannon) and another with Double Jump. At the time, IGA said they just put that there to show off the new look of Fire cannon and also because they wouldn't need to put more than one boss at the demo (implying that Double Jump would be a Shard from a boss). SOUL-KEEPER The Shard Candlestick wasn't talked about again. I wonder if that still exists. It is a bit like the "Soul Keeper" from Aria of Sorrow, an object that had a soul for you to get it. If Shard Candlesticks still exists, that's also a small way to limit grinding, like what i said with chests. By giving some Shards hidden on rooms and such on Candlesticks, so you don't need to keep hunting for them to drop from enemies. At least, it would be less Shards to be dependant on drops.
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Post by Pure Miriam on May 12, 2019 16:39:24 GMT -6
Igavanias of the past did tried to do somethings regarding that, for the better or for the worse.
Symphony and Harmony of Dissonance both had EXP degradation, where you gradually got less and less EXP to prevent you from leveling too much, but that formula was mostly removed from all games after those two. Most other Igavania games had itens, powers and equipment to increase LUCK, the main stat to increase general drop rate, and Aria and Dawn of sorrow had the Soul Eater Ring, that not only boosted LUCK, but specifically had boost to get more souls, those game's powers. I read before from some people who analyzes coding, that what Soul Eater Ring actually does (in both games) is to double the drop rate of Souls AFTER the LUCK influence on calculations (making them much more useful).
Either way, that still leaves rooms for low drop rates. Personally, i'm not against low drop rates, nor i'm against killing the same enemy repeatedly to get what you want. There are few simple steps that can be take to prevent some of these problems (leveling up too much and boring yourself by killing the same enemy over and over again):
1) Giving some kind of expensive and/or hard-to-find equipment that boosts specific drop rates is almost a given. If Bloodstained follows what other games did, we will probably have one just for drops (like "Rare Ring" from some Igavanias) and one just for Shards (such as Soul Eater Ring).
2) Give something (a Enchant Shard would be interesting) that lowers or blocks EXP gain and greatly increases LUCK or Drop rates.
ALl these are good ideas, but i don't think anything can be done now. The game is finished, they are preparing to market it and such.
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Post by Pure Miriam on May 8, 2019 10:34:57 GMT -6
purifyweirdshard It would be nice, and i think we didn't thought on doing that because, back in the day, we didn't had digital cameras, nor cellphones with cams, not instant way, unfortunately. To take a picture of a password screen, we would need to actually buy film and have a camera, take a picture and then reveal it later on. It would be such a chore that, maybe, we never gave that a thought and just wrote it down with plain old pen and paper. But it would be cool, yes...
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Post by Pure Miriam on May 8, 2019 10:29:31 GMT -6
purifyweirdshard To be fair, i remember that i was part of that feedback myself. I may be wrong, and i don't want to sound pretentious at all, but i remember thart the 2016 demo feedback thread wa something i made (and they made it official on the kickstarter page) and the procedural generation discussion was something i made too (and they made a whole update to talk about it, due to that), so, i do know that they listened to us. What i wrote up there didn't sound good enough, I DO KNOW they listened to us and to constructive criticism, I understand your reasoning, and to be fair, i said "mostly", not "everyone". I think you are right and i refrain from what i said, BUT, that trailer itself does give the vibe that they listened to "whinning" instead of constructive criticism. Also, i usually dislike a bit when IT SOUNDS LIKE people are generically attacking gaming journalism (i'm not saying this is the case). I am graduated on journalism myself (although i don't work with it, but with soemthing completely different, long story) and gaming journalism is indeed a very hard job. Neutrality doesn't actually exist (yes, we learn that on journalism college, at the first year), EVERYTHING has a point of view. What gaming journalists do, and what any journalist SHOULD do, is try to present a point of view based on facts and evidence that can support their claims. I didn't said that article is good, it actually fails to do the deeper research to say what it said, but that article had a good point in pointing out that the "louder wins", based on that video, they didn't followed all the four years of Bloodstained development, and, to be fair, no one would do such a huge and time-consuming research just to write an article on Kotaku, so, from this point of view, the article itself didn't fail completely. It is based on evidence at hand: Bloodstained trailers and interviews. Also, gaming journalism is like any other kind of journalism: you have X articles / news / texts to produce with a certain deadline and good luck researching, interviewing and digging up evidence and facts to support everything you are typing. Deep research is part of the job, but who would do such a research just to talk about one game in a sea of articles and texts inside Kotaku anyways... But i was wrong on some parts of what i said, so i accept that and take back what i said.
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Post by Pure Miriam on May 8, 2019 7:21:49 GMT -6
It isn't because i posted it, but let me be devil's advocate here. I think some of you misunderstood the point of the article.
Bloodstained trailer IS WEIRD, no doubt about it. It falls into weirdness when a developer uses cursing and offensive language against himself as a way to prove a point. Very few did that. But when the article says that crowdfunding is not what most people expect it is, they are right. Crowdfunding doesn't give you absolutely any right over anything, it is nothing but promises that can be fullfiled or not. Kickstarter itself claims that the creator must try to reach what he/she promised in the best way possible, and if that can't happen, in any way he/she can. Doesn't necessarily means to do everything fans wanted.
Gamer community IS toxic, no doubt about that either. You have a ton of sexism, hatred, racism, homophobia and xenophobia, among other types of hate inside gaming community and the internet itself, thanks to how it is structure, let anyone say anything and walk away with little to no consequences.
People dislike hearing that, hearing that their communities, or a place they feel they belong too, is toxic and problematic, but it is. I am part of two absurdly toxic communities myself (gamers and anime fans) and that's why i barely participate in them, i just read stuff, never post anything. To be fair, this is the FIRST community / forum i EVER participate, due to how highly offfensive and unfriendly these people are.
So, when IGA decided to listen to THESE PEOPLE to base his reaction towards criticism, that is a bold move, for sure, but it is alsy very risky, because it is basically who screams louder was heard. People who donated more, and got to create content, you barely heard about them, on comments or anything else. Most backers you can't really find. But you easily find a vocal minority of haters and loud-screamers. Criticism didn't came only from them, but they were the MAIN voice that IGA listened to change.
I'm not saying IGA's move was bad or what they did to the game was bad, because it looks and feels much better. I'm pointing to something I BELIEVE to be a fact: The dev team listened, mostly, to haters and gaming toxic community to change. That's the point of this article and as it says itself, maybe IGA enjoys this kind of challenge. And that makes us think of something even more sinister: maybe that toxicity was good? Because it was mostly to it that the game improved...And that conclusion would be even weirder.
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Post by Pure Miriam on May 7, 2019 16:42:07 GMT -6
Original article: kotaku.com/so-that-bloodstained-trailer-was-weird-right-1834583764Transcription
Bloodstained: Ritual of the Night, Koji Igarashi’s partially Kickstarted successor to the Castlevania series, hasn’t had the smoothest ride down the road to release. After making headlines in 2015 for garnering a million dollars in a single day, the forthcoming action-adventure game missed its original 2017 release window, then got delayed once again in 2018 before settling on its new, presumably final, release date of June 18, 2019. A trailer published at the end of last week announcing the release date provides a possible explanation for why Bloodstained sailed past two big release windows: The art style has been entirely overhauled. Here is where things get weird, and in order to grasp why, it helps to actually watch the trailer.
The trailer starts with some unremarkable gameplay footage of the player character, Miriam, moving through a level. This footage gets slowly grayed out as internet comments and forum posts begin to appear on-screen.
“Bad character animation, bad textures for the cristals [sic] on Miriam skin, no animation for Miriam’s hair, there’s time to solve these problems, iga” one user wrote, addressing Igarashi by his fan-preferred nickname. “Looks awful aesthetically, should have hired a competent art director. Here’s hoping the gameplay is good,” wrote another.
On and on the comments appear until they fill the screen: comments about how the work-in-progress looks “ugly,” “like a cheap mobile game,” or “like poop.”
And then we cut to live-action footage of Igarashi himself, drinking wine in a grand, gothic dining room. He tosses his glass to the side with resolve, shouting in Japanese that he will “prove them wrong!” as we cut to side-by-side footage of the game’s new, vibrant reworked art compared to the older art fans complained about.
On one hand, it’s a good bit. Taking criticism in stride with good humor and using it to build what genuinely seems to be a better-looking game is admirable, especially when you consider the default stance of a lot of that criticism is downright hostile. On the other hand...the situation as a whole is pretty messed up.
One of the perks of crowdfunding is the way that it allows fans to participate in a part of the process that they were previously outside of. Developer updates and backer forums allow the people who are ostensibly already sold on a game to give real-time feedback for something they’re already excited about and invested in. Who better to give helpful criticism than the folks already happily in the tank, spending money because they believe they’re helping a game they want to play get made? But there’s a downside: Sometimes fans don’t actually know what they want, or what a game needs, or what a team can pull off.
This is normal and totally fine. Most fans aren’t game designers, nor do they need to be in order to have an opinion about games. People who know very little about how games are made often have very good, fun ideas about them. The trouble comes, as it often does, when you add the internet.
The truncated, blunt nature of most internet communication isn’t conducive to allowing developers to understand what, specifically, made the art style “poop” and how or why the lighting, textures, or color palette could be improved. It’s easy to lose perspective on power dynamics and basic human boundaries online, as ease of access to developers and creators allows for a level of communication that’s now become normal but not really codified. In public real-world interactions, we have manners and etiquette and just the general prospect of another living human in front of us who may react to something that we do in any number of ways—ways we take into account before we engage with them. You can be a jerk offline, but you are then subject to however the person in front of you decides to deal with your chicanery.
Online, you don’t really have that, unless your community is aggressively moderated by other people—something that few have the resources or time to do when confronted with the unending stream of people interacting online. Crowdfunding, it seems, can make the bad parts of online interaction worse, even as it upends the established dynamic.
Part of the appeal of crowdfunding is the inversion of the relationship between developers and players. It used to feel like developers held all the power but said little, and the people who played their games had little input into the process. Maybe fans’ biggest qualms would be addressed in a sequel; maybe not. It’s easy to see crowdfunding as a way to shift that power, where fans now have a way to see things early, voice their concerns, and collectively steer a game in the direction they would like to see it go. But how democratic is that process? How well do the loudest, angriest backers represent the whole? How do developers decide who gets listened to and who doesn’t? Because in situations like this one, being toxic seems like a good way to get results.
It shouldn’t be that way. You could argue that developers’ choice to crowdfund a game is to trade in a few bosses for many, but the cold math of capital doesn’t really translate here. You’re not buying shares; you’re enabling a creative vision. Should the voice of the backer that donates $1000 be more important than the one that donates $1? Maybe, and some Kickstarters do offer such a perk. Not Bloodstained, though—the most that backers can get from the highest tiers is input on a special room or an enemy design. The lowest backer has about as much input as the highest, and based on the trailer, which seems to draw from a mix of Kickstarter comments and responses on other outlets, backer input is indistinguishable from any run-of-the-mill fan comment.
Since fan input is, in essence, free market data, it makes sense that developers look both to backers and elsewhere to gauge the response to their games. But we also know from other games that developers are sometimes frustrated by their games’ communities, which often quickly turn toxic in a way that makes it impossible to foster good dialogue, creating an environment where developers’ only real options are silence or acquiescence—lest they make a bad situation worse by being frank about setbacks, or making art decisions that may not seem wise at the time. This cuts both ways—maybe a developer like Igarashi actually appreciates this level of challenge. Maybe they do not. Either way, the default relationship between fans and developers is one of appeasement, not understanding. Crowdfunding takes that often-toxic dynamic and accelerates it with money, which translates to power.
And this is what it leads to: a tired man sipping wine alone in a cavernous room, the weight of his fans disdain heavy on his brow. It’d be a great joke, if only we could figure out the punchline.
That's all folks!
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Post by Pure Miriam on May 7, 2019 2:10:55 GMT -6
Original article: www.pcgamesn.com/bloodstained-ritual-of-the-night/making-it-in-unreal-bloodstainedTranscription below Making it in Unreal: how Bloodstained continues the Castlevania legacy It’s no coincidence Bloodstained: Ritual of the Night conjures memories of classic Metroidvanias. Its producer, Koji Igarashi, has been instrumental in developing more than a dozen Castlevania games over his career so far, which spans nearly 30 years. His and Japanese independent studio Artplay’s latest is a 2.5D spiritual successor recalling the rewarding exploration, tight combat, and gothic aesthetic of Konami’s best installments, all brought effortlessly together on Unreal 4 Engine. We interviewed Igarashi to ask him why, over 25 years since his first Castlevania game, 1993’s Castlevania: Rondo of Blood, these games remain so special. “2D games, in general, are very easy to understand and enjoyable to play,” Igarashi tells us. “By making it an action/adventure game, players can easily get right into it and immerse themselves in the story and map exploration. It’s a good balance. These kinds of games could be hard to master, but by sprinkling RPG elements into it, anyone can clear the game as long as they take their time. I think this is also what draws people to this genre.” Bloodstained: Ritual of the Night casts you as Miriam, an orphan whose body is slowly crystallising after an evil alchemist curses her. To save Miriam from becoming the equivalent of a human fractal you must, in grand Castlevania tradition, battle your way through a castle that’s frothing at the mouth with demons, disasters, and mysterious old acquaintances. It just wouldn’t be the same if they all holed up in a shopping centre, after all. The labyrinthian castle setting is one tradition Igarashi and his team at Artplay didn’t want to subvert. However, while the castle is a firm mainstay, it’s also unlike any you’ve encountered before. That’s thanks to the game’s Unreal Engine 4-powered mix of 2D and 3D. “By making the gameplay 2D,” Igarashi says, “this enables us to recreate the retro feel and more controlled gameplay. On the other hand, the 3D graphics create more possibilities and flexibility in the way we show certain scenes. For example, we have a tower stage where the player is moving around a 3D tower, giving it a parallax effect.” There are also creepy paintings that spin and twirl on their axes, stained glass that shatters towards the screen, and more effects that were harder to achieve on older engines. Bloodstained: Ritual of the Night is a chance to experiment. You’ll still see dark spires and furious lycans, of course, but there are spins on the old formula too. “My favourite is the stage with the Japanese garden,” Igarashi tells us. “I love the environment pieces in it. In previous games that I’ve worked on, it wasn’t very common to see an area that has a Japanese theme to it, so it was a breath of fresh air.” Add to that the disembodied head of a giant Scottish terrier who hungers for fresh meat, screen-filling bosses who aim to squish you between their hands, and a horned cat enemy who stalks you using portals, and you’ve got a game bursting with creativity. The same ingenuity runs through the combat system as it lets you absorb enemy abilities to make use of weird and wonderful techniques. “You have multiple choices ranging from weapons to shard abilities,” Igarashi says. “Each weapon has different attack ranges, and the shard abilities have different effects.” You really can play Bloodstained your way. “It all comes down to personal style, and every time I watch multiple people play the game, their choices are always different.” You might, for instance, use spells such as neon blue projectiles that bounce off surfaces, or flaming fireballs shot from floating runes. You can harness inventive weapons, like a razor-sharp snowflake on a chain. And you can boost your abilities with, say, a lightning-fast dash attack. And, as ever, feel free to fall back on your faithful whip if you want. Some things never change. Multiply that breadth of combat by three thanks to the triple helping of playable characters, and you’ve got a game as deep and feature-filled as Dracula’s castle. So, where does this rank in Igarashi’s hall of greats? Is it his best offering yet? “Of course,” he says. “Every game that we release, it will always be the best of its time. This time as well.” Bloodstained: Ritual of the Night comes out on June 18, 2019 for PC. Unreal Engine 4 development is now free.
In this sponsored series, we’re looking at how game developers are taking advantage of Unreal Engine 4 to create a new generation of PC games. With thanks to Epic Games and 505 Games.
That's all folks!
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Post by Pure Miriam on May 7, 2019 1:53:27 GMT -6
I think we can see that, all in all, with Bloodstained, IGA tried to mix the nostalgic feeling of his Castlevanias with something new to not be seen as a carbon copy, and you can see that in small and big details. From how Miriam uses the whip, to expy of enemies, apparent absence of vampires (if they exist, they don't seem to be relevant) and so on. I do agree that IGA loves to tie events of his games to the real world, and so, my idea of shiffting from that may not happen.
About the core of Miriam powers be her Shardbinder ability, that is a upgraded version of Soul Dominance from Soma, i do believe that, if exists a Bloodstained 2, it will have a completely different magical / skill / ability system because IGA tried to do that in all his Igavania games. Sometimes, the systems were close to each other but they never was the same thing (with the sole exception being the Sorrow series for using the same protagonist).
Also, as a side note: IGA said on interviews, if i'm not mistaken, that he has the whole plan (plot, system, etc) for 1999 Demon Castle War game, but he didn't feel like talking about it, because if some other director takes Castlevania's timeline to work on it, he felt he would do a disservice by talking about his plans. That could either make said director to step away as much from it, or use it completely, limiting this own director's creativity. Side note 2: When Mercury Steam's director was asked why he didn't use Castlevania's stabilished timeline on his games, he said that such timeline was "IGA's work, IGA's child" and he felt it would be wrong to mess up with that.
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Post by Pure Miriam on May 6, 2019 1:56:49 GMT -6
I talked about that before on the other thread, let me say it here too, with a bit more detail. Time for wild guessing: What I THINK it is most probably going to be in the game from the get go, how certain things will be unlocked and what will probably be released later, on a staggered content / free download form: WHAT WILL PROBABLY BE WITH THE GAME MAIN GAME: The game itself, obviously. SECOND AND THIRD PLAYABLE CHARACTERS: both characters being unlocked by finishing the game once. NIGHTMARE DIFFICULTY MODE: the game will have a Hard mode (you can see that at PAX EAST 2019 video). Such mode will be unlocked by finishing the game once. And then, i believe, by finishing on Hard Mode, you will unlock Nightmare mode. CHEAT MODES: unlocked by finishing the game once. You will most probably need to discover these cheats by yourself, or by finding tips about them on a second play or something like that. LOCAL CO-OP: unlocked from the start. Special areas of the game, built to be played by two players. At first, only Miriam will be avaliable for both, but the other characters will be unlocked here when you finish the game once. NEW BOSS: most probably just an additional, secret boss (IGA Boss, or something like the Forgotten one from Lament of Innocence), that will be avaliable from the beginning. SPEED RUN MODE, BOSS RUSH MODE: all unlocked by finishing the game once. RETRO LEVEL: a certain mandatory part of the castle that is designed on a 8 bit / 16 bit fashion, for some weird plot-wise reason. Being there from the beginning. 8 BIT MUSIC: Either you can find these songs (like those song LPs you could find with Shanoa on Order of Ecclesia) or they will play at the Retro Level. IGA'S BIGGEST CASTLE, ORCHESTRATED TRACKS: part of the main game, obviously. WHAT WILL PROBABLY BE ADDED LATER CLASSIC MODE, ASYNCHRONOUS ONLINE MULTIPLAYER, ONLINE CHALLENGE MODE: will probably be avaliable from the beginning when it is added. ROGUELIKE DUNGEON, BOSS REVENGE MODE: will probably unlock after you finish the game once, after being added to the game. That's what i think.
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Post by Pure Miriam on May 5, 2019 1:29:49 GMT -6
RichterB That's interesting. I do knew that SOTN was made as a side-story that became way bigger than they planned, but not that they were thinking to follow N64 way. Well, that interview i read was made during Harmony of Dissonance (2002), so, maybe a information recton indeed happened there.
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Post by Pure Miriam on May 5, 2019 1:27:05 GMT -6
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