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Post by Pure Miriam on Jan 13, 2018 1:03:34 GMT -6
Angel-Corlux ! You piece of .... I can't believe i was trolled! Damn! You totally got me there. That was a good one through. Nice move. I admit defeat.
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Post by Pure Miriam on Jan 12, 2018 17:59:31 GMT -6
Angel-Corlux That's a shame, but it's the dev decision, nothing we can do about it. Although this brings up a question, that i don't know if you are allowed to answer: Bloodstained will have at least three playable characters, new game+ and nightmare mode. Most other modes, i think, doesn't require this, but these requires to play the game again. How that will work out? If you start a new game with a second character, you will automatically overwrite your original save file? So, if you finish the game, unlock new characters, new game+ and such, what will happen? Playing a second character means losing your New game+? That doesn't make any sense, at least for me. Save slots in Igavania mostly exist in order to play with extra characters, new difficulties and stuff like that. A single save file will force the player to keep overwritting and losing what it achieved. Unless there is some explanation i'm missing out. Unless each mode has it's own save file, somehow.
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Post by Pure Miriam on Jan 12, 2018 12:17:48 GMT -6
Those little bits are things i really like to speculate and think about. I do have some basic practical ideas.
First of all, we need consider what modes can unlock / give stuff to the main game. In old Igavanias, beating Boss Rush fast enough would give rare / unique equipment for the main character. Due to that, you needed to actually select a save file to be used as the Boss Rush data, in ordet for you to have (partial) acess to the equipment and itens of that save and receiving stuff you get on that mode for that save.
So, as i said, the first thing is to think what modes will actually unlock stuff for the main game? ANY mode that could unlock things for the main game, must have the same overall system. You pick up a file to use as data for that mode (the mode can use part of that data for the mode itself) and anything unlocked there will go straight to that file, that will automatically be saved when you finish the mode.
Due to that small thing, it's a given that the game will have save slots. I can't see a Igavania with such dynamic without it.
Now, SOME modern games that still use save slots, instead of auto-save / profiles / things like that, simply give several slots for the player to have fun with. Senran Kagura games have, like, 50 save slots.
As many Igavanias did, Bloodstained could probably this system, where you have a SYSTEM DATA (that records what you did in the game, to unlock modes, new game+ and other things) and the save slots themselves for you to play the main quest of Miriam and the other characters.
In pratice, it would work like this:
You turn on the game for the first time. Main menu has two options: > Start Game > Options
After selecting Start Game, you reach the 30~50 save slots list. Select one and start playing. When you finish the game, the modes you unlock shows up in the Main Menu, such as: >Start Game >Options >Boss Rush Mode >Classic Mode and such. Selecting any of those modes that actually give something for the main game, prompts the player to select a save slot to be used as Data. When the player finishes the mode, any gifts / presents goes to the selected save slot.
Modes that are tied to the main game (such as Nightmare mode and extra characters) shows up at the save slots list. When you go there, Cleared games has a symbol (A stained flower?) to symbolize a New Game+. Picking up a fresh save slot prompts a menu to choose Miriam, or the other extras, Nightmare mode and stuff like that.
I hope i made any sense.
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Post by Pure Miriam on Jan 12, 2018 5:02:02 GMT -6
I really hope it reaches PC, i don't have any of the new's generation systems due to them being absurdly overpriced here (and due to me being unemployed =\). If it goes out on PC, i'm surely going to get it.
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Post by Pure Miriam on Jan 12, 2018 2:16:10 GMT -6
Original article: www.polygon.com/2018/1/11/16878226/snk-heroines-tag-team-frenzy-nintendo-switch-ps4-release-dateTranscrption below:
The women of SNK’s fighting game franchises are coming together for a brand-new, stand-alone title: SNK Heroines: Tag Team Frenzy. The two-on-two fighting game is coming to Nintendo Switch and PlayStation 4 this summer, SNK and publisher NIS America announced today. SNK Heroines: Tag Team Frenzy will feature 14 playable characters plucked from the King of Fighters and Art of Fighting franchises. Confirmed characters include Athena Asamiya, Kula Diamond, Leona Heidern, Mai Shiranui and Yuri Sakazaki. The game will feature a one-button fighting mechanic and a special finishing move known as the Dream Finish. The game’s official description says players will make use of special items in combat “to turn the tide of battle.” SNK Heroines: Tag Team Frenzy will support online battles, as well as a spectator mode where players can bet on matches using an in-game currency. Those winnings can be spent to buy voice clips and other cosmetic accessories that will let players customize their characters. SNK and NIS America will release SNK Heroines: Tag Team Frenzy on Switch this summer. Here’s a sparkly logo to whet your appetite.
And some screenshots:
[See more at the original link]
Trailer:
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Post by Pure Miriam on Jan 12, 2018 2:15:31 GMT -6
Original Article: bloody-disgusting.com/news/3477577/konami-drops-new-metal-gear-survive-trailer/Transcription below:
So, Metal Gear Survive. I know, I know. With the game coming out Frebruary 20th in North America (with Europe getting the game on the 22nd) for PC, XBox One and PlayStation 4, Konami decided to put out a Single-player gameplay trailer. The trailer shows off the familiar stealth elements of Metal Gear Solid V (along with the base-building aspect), mixed in with some cutscene footage. At this point, and at a $39.99 price, it just might be worth it to see what Konami’s “don’t give a sh*t” attitude amounts to with the game. I mean, who knows? Maybe the game will be fun, even if it’s a soulless attempt to use what Hideo Kojima created, and makes no sense within the framework of the series. If you do want it, the pre-order bonus comes with some swanky cosmetics for your soldiers. That’s cool, I guess.
Gameplay Trailer
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Post by Pure Miriam on Jan 11, 2018 2:01:47 GMT -6
Added new enemies and weapons from last updates. (Sorry for reviving this old thread, remembered to add the new stuff).
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Post by Pure Miriam on Jan 11, 2018 1:39:11 GMT -6
Gonna talk a bit about why i believe some of the characters there will NOT be playable and why i think those i will talk about, will be: Johannes
As purifyweirdshard said, Johannes doesn't have a look that is interesting enough to be a playable character. He has a theme song and to me, that song will be played at the room where Johannes offers his services. I believe he will be the one to forge equipment for Miriam, alongside offering quests and it is probably that he will have a really big role in the game. Gebel
Gebel COULD be playable, but i believe the chance is low, considering he is the main villian, at least for now. Gebel may not be the true villian, and i even believe that his design may be a reminiscent of the original design for the male hero that the game would have at first, since he looks like Alucard, so, this gives some chances for him to be playable, but, at most, Gebel will be playable only at Boss Revenge Mode. Alfred
I see Alfred as a very important NPC with a plot that ties him specially with Zangetsu. I don't see him as playable because i believe hs role in the game is much more of a background NPC than anything. Anne
Although Anne could be our new "Little Girl Maria" if we mirror Rondo of Blood, i believe the two main roles for Anne are: be a little girl to create some sympathy and empathy for the player and; be the shop keeper when Dominique is out, as a HUGE INDICATION that Dominique is absurdly important... Mysterious Man
We know nothing about him, the information is too low to speculate anything. IGA himself
Although the game will have IGA as a boss, i believe IGA is too humble to put himself as a playable character. A random knight with a shovel
Shovel Knight will have a cameo in the game. Being playable is much bigger than simply a cameo, so, no. Considering all that, my obvious choices are... ZANGETSU
Zangetsu is Bloodstained Belmont, much more than Johannes, that actually has a whip. He is a demon hunter and even his looks are closer to a Belmont than anyone else. At his boss fight, we can see that he has the size of a playable character AND his prostetic arm can be used to reach higher places, with could be his substitute to whatever skill Miriam will have to fly around the castle. He was the first extra character revealed and i believe he will be the one in the prequel game too. DOMINIQUE
Dominique is hot and that is a good reason for her to be a playable character (i'm not joking). Not only that, it is explicity said that she has exorcist powers. Dominique takes care of the shop but Anne takes her role when she is out. SHe is out doing what? Demon hunting at the castle? That also gives her a lead on the "playable race". THere is, although, a small part of myself that makes me think that Anne takes care of the shop when Dominique is out, because after a certain part of the game, Dominique will not be able to come back at the shop. Either because she is captured, or because she turns into a boss and must be killed...
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Post by Pure Miriam on Jan 8, 2018 3:46:31 GMT -6
Your suggestion is awesome. It remembers the idea of combining sub-weapons with something (like Harmony and Lamment) to create new effects and magics. Awesome. I just think that this may be a bit too much complex for extra characters, but i really like it. My suggestions, or rather, comments to complement your idea and give my two cents would be: Ammunition VS Magic: it seems to me that you tried to make a shout out of the old hearts from Castlevanias, turning the roses, that heals Miriam's MP, into ammunition, right? So, both Zangetsu and Dominique special moves would consume X number of roses and they would have a numeric rose meter, akin to hearts for Belmonts. If my understanding is right, i would say that it would be better if they simply used plain Mana, like Miriam, for the sake of simplicity. Extra characters must have some differences, of course, but i think it would be better if they simply used Mana, just like Soma and Julius on Aria of Sorrow, where both use Mana instead of Mana / Hearts. Relics: the idea to actually give the extra characters, something to find is good because in almost all Igavanias, secret and hidden areas are mostly useless for extra characters, since they don't find upgrades of that sort. I have nothing to add here. Leveling: You didn't talk about that, but i think it would be good if the extra characters could go from LV 1 to Max, like the "newer" Igavanias (Dawn, Portrait and Order) instead of having a fixed level or leveling by finding fixed upgrades. Items: I know many would disagree with me, but i don't think extra characters need acess to equipment and healing items. They are extras, they should be simpler and more straightfoward. This isn't 100% tied to this thread, but i wanted to mention this. Great thread Enkeria, very fun to read and interesting. I don't know if the game is still taking such huge suggestions, but your ideas are great noneless.
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Post by Pure Miriam on Jan 5, 2018 5:36:17 GMT -6
reaper2191I believe most of what you want is already on the game, in a way. Since you said you are late on the forums, maybe you don't know it. Nightmare Mode was a stretch goal. As far as we know, it will be a "harder than hard" mode. Order of Ecclesia had a Hard mode where harder, higher level enemies would show up earlier, shifted around the game. Changing the map is MUCH harder, that requires lots of resources and the main game would necessarily need to be "less unique" in order to make it easier to change it's shape and looks around. The game will have a mode for that: Roguelike Dungeon Mode will be a mode where the game will create a random castle every single time you enter it, where you will battle enemies and will have to figure it out a way to finish it, maybe with a random boss at the end. As they explained: IProcedurally 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.
So, i believe that what you want is more or less covered by Nightmare Mode and Roguelike Dungeon Mode, although not in the same main game mode.
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Post by Pure Miriam on Jan 5, 2018 2:36:00 GMT -6
CastleDan you gave good examples of stretch goals to improve the main game that would be interesting. I have nothing else to say. By the way, a good example of stretch goals influencing the main game (if this is good or bad, it depends on people's personal view) is the Boss Revenge Mode. That mode dictates that we can play with bosses in special areas to fight against the heroes. Not only that will require the game to have some powerful heroes (i don't think that Miriam, Zangetsu and Dominique are enough for that, but who knows) but it will also require some bosses to be "playable" and that, most probably means "human-sized". In past Igavanias, MOST bosses were much bigger than the main character. But in Bloodstained, it is most probably that the game will have 5 or 6 human-sized bosses, so that they can be used on Boss Revenge Mode. I don't know about Zangetsu (since he is a confirmed boss, but he also has the potential of being both a playable character AND an enemy at Boss Revenge Mode) but Bloodless is a great example of this. She has the same overall height of Miriam and she even walks and moves around in a way that screams "look at me, i'm playable!" As i said, this is an example of a stretch goal that probably modified the main game due to it's existance. If it wasn't for Boss Revenge Mode, MAYBE Bloodless wouldn't even exist and the game would have less human-sized bosses. For the good or bad that may be.
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Post by Pure Miriam on Jan 3, 2018 13:57:34 GMT -6
freddythemonkeynot gonna argue because i actually agree with most of what you said
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Post by Pure Miriam on Jan 3, 2018 12:34:19 GMT -6
freddythemonkey I totally understand you (and CastleDan ) complains about stuff from stretch goals that does not fit completely in a Igavania game OR that could be considered as "unecessary" and i respect that. But again, i ask: How do you raise 5.5 million dollars to make a 2.5d side-scrolling single-player game nowadays? The only way to do that was using IGA's own name and fame and adding interesting stuff to make people donate more money. I'm sure they would break maybe 2 million with just "let's make the main game better" stretch goals, but it would not go beyond that. And this is business. More money coming in, you have a safer business, higher salaries, more people working in and more profit for yourself. That's how a sucessful business model for Kickstarter works. You create a project, and if people like it, you make more money coming in with interesting stuff you promise with a reasonable cost. You can't simply "not want" to raise more money. And you WILL NOT raise more money without stratch goals that aren't interesting enough. If i'm not mistaken, IGA said in a interview that the money they asked for most modes was around 50% higher than what would actually cost to make it. You use that extra money to cover unexpected costs and inflation over the years of work (by the way, IGA said they used it all, including the extra). Might no 9 failed not because it promised more than what it could handle. It failed because the dev team wasn't able to deliver what it promised, and that is a different thing. Lack of knowledge, manpower and bad management of resources, coupled with a terrible communication with it's backers and overall community. Absolutely nothing like that is remotely close to what Bloodstained's dev team is doing, at least as far as we could see. Another thing i must point out, and i said this more than once, is that Bloodstained is a spiritual sucessor, not a Castlevania. That means that the game MUST BE SOMETHING ELSE and not just a carbon copy of the famed series. Adding those unique stretch goals with stuff that was never seen before in a Igavania game was a great way to make it more unique and less "Castlevania without it's name". About stretch goals that are just there to be cash cows, such as Boss Rush or the unfamous "New Boss" (that is completely irrelevant since we don't know how many bosses the game will have, promising an adittional boss is completely useless) i totally agree with you. But you know what they would put in place of those things that could be in the game anyways? NEW modes or interesting stuff that some people would consider to be time and resources "wasted" in unnecessary side stuff, just like you said. In the end, it seems to be a situation without a way out. You need money. People only donate money if stretch goals are interesting, meaty stuff in content. That makes the game takes longer to complete and may take some of the main core's focus. It's a risk. I can't see another way to raise 5.5 million on a 2.5d single-player sidescroller to be released nowadays without doing that. So, yes, i defend almost all stretch goals that Bloodstained was able to get funded, because that's what made it such a sucesful campaign, to the point people went on guessing what the next stretch goal would be, trying to figure it out by looking at darkened bottom of pictures they released of stretch goals.
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Post by Pure Miriam on Jan 3, 2018 11:22:01 GMT -6
"(...) All the other stuff to me were unneeded features that they could have used the money and time in making an even more special campaign." This is a very interesting opinion. IGA said in a interview, that they had to breainstorm new stuff for stretch goals in order to keep the money coming, since people would stop donating after a while, if the donations wouldn't add a thing to the game. So, to do what you said, they would need to have stretch goals anyways. The number i said of stretch goals (28) considers everything, from the artbook to each 8-bit music and such (everything couting as 1 each stretch). Since you consider what they created as stretch goals to be "unneeded features", but even so, you said they could use the money they got to make the main game better, with what you would fill in the other 25 stretch goal slots that was necessary to bring the money in? Inverted Castle? Progressively bigger number of rooms? It would be curious to know how you would fill in stretch goals enough to finish the campaign with 5.5 million.
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Post by Pure Miriam on Jan 3, 2018 2:25:13 GMT -6
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Post by Pure Miriam on Jan 3, 2018 2:15:12 GMT -6
The goal was reached, yay! What else...? Bloodstained is expected to be released in 2018. In 2016, Mana said that the game would PROBABLY be released using a staggered content model, so that they are able to release the core game on time, and bring additional content to the game over time and avoid critical release delays. That was, as far as i remember, NEVER OFFICIALLY CONFIRMED by Angel-Corlux or anyone else and as far as i know, this was nothing more than a plan at the time. Staggered content model means that the MAIN PART of the game and some extras are released first, following by free updates with the rest of the game's modes and extras being released later on. Let's consider that the game will be released on staggered content model. If that ends up happening, what do you want to be in the first launch of the game? What you would consider to be "the game's core"? Vote on the poll, comment below. The poll has 12 options and you can select up to 6 options from it. Miriam's Quest is a given, of course, so, that's why it isn't on the poll. additional info: I used the kickstarter stretch goals for the poll and considered things such as New Boss, Retro Level and some others to be "given" in the Main Miriam Quest. Just "modes" and really big additional content was added to the poll.
That's All Folks!
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Post by Pure Miriam on Jan 3, 2018 1:52:05 GMT -6
I also had in mind that Bloodstained would be released within the first six months. If that is not officially confirmed yet, it's okay. We also need to remember that Bloodstained was first designed as $ 500.000 Metroidvania game that would be "a bit bigger than Symphony of the Night". In the end, it turned into "IGA's biggest castle" with 5.5 million of funds and 28 funded stretch goals, that had to be basically re-created from scratch in 2016 due to Inti Creates lack of experience with procedural generation (the game's main programming to create assets and scenarios), when DICO and 505 games came in to help. Nowadays, many games are released inside a tiny frame release date and show up with terrible flaws, requiring "day one patches" and fixes. Of course, as everyone, i want to play the game as soon as possible and i would be kinda mad if the game would be postponed to 2019, that WOULD shake my confidence on the dev team FOR THE FIRST TIME, but i'm fine of waiting until December 31 2018, if that is what it takes to have a great Igavania game i'm waiting for so long to play.
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Post by Pure Miriam on Dec 27, 2017 10:49:31 GMT -6
Sexuality is a part of life and art, and it has just as much place in a game or movie, book etc. as violence does. (if not more, I'd argue) This quote should be printed, and put in a portrait to be in exposition forever.
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Post by Pure Miriam on Dec 26, 2017 9:09:05 GMT -6
Yes. I personally like the Glyph system, but i still believe Soul Dominance is better overall. For me, the BEST flying magic / power / ability of all Igavanias is from Order of Ecclesia. Some games we got bat transformation, (or Owl transformation in Portrait). Harmony gives us infinite high jumps. Order gives us, dark crow-like wings from Volaticus Glyph (Red Glyph). The Gif doesn't show this, but you can just press the shoulder button and you can fly around as much as you want, while still able to attack with your other Glyphs normally (but if you get hit you fall down). The most useful, elegant and beautiful way to fly in a Igavania game, in my humble opinion. I would love to see Mirim with something close to that. Growing out Stained Glass wings, with glass petals falling down during her flight. It would be REALLY CLOSE to Shanoa, and would just make their comparison even closer (and i say all the time Bloodstained needs to be it's own game), but it would be cool haha
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Pure Miriam
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Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Dec 26, 2017 5:11:34 GMT -6
Enkeria Going a bit deep on Glyphs (i enjoy talking about stuff like that haha) Glyphs are magical symbols. You can obtain them at enemies and around the map and they have two types, Blue (Hand Glyphs) and Red (Back Glyphs). You need to hold UP to make Shanoa lift her hair to show her arcane symbol at her back, that absorbs glyphs around the scenario as long as you can see them. You don't need to be really close to them to pick them up. When you kill an enemy, if that enemy has a glyph, a small red or blue magic geometric form will show up after killing it. It can or cannot turn into a glyph. Some enemies also manifest a Glyph themselves to attack you, and you have the chance to absorb it from the enemy when it does that. Glyphs can also be around the map, floating somewhere, inside breakable statues, and also influencing the scenery (There is a wind Glyph that is really hard to obtain because it makes it's area constantly blow a heavy wind, that stops when you get it). Blue Glyphs are equipped on Shanoa's Hands. Each one is an attack button, like Alucard Hands. Shanoa does not use weapons, she is a 100% magic character. Everything you do with her consumes MP, but her MP regeneration is ultra fast. Red Glyphs are equipped on Shanoa's back and are used by or holding a shoulder button. Overall, Blue Glyphs are weapons made of pure magic (such as swords, lances, spears, and such), basic projectiles (fire ball, lighting bolts), and things like that. Red Glyphs are familiars, stats-changing powers, barriers and such. You can do a Glyph Union by holding UP + one attack button. Shanoa does a fusion between her two attack glyphs and launches a powerful attack. You can combine two equal Glyphs, and you have several hidden combinations that you need to find out by testing combinations. If you try a combination that doesn't work, Shanoa does a generic close-range weak magic attack. Using attacks from certain typesincreases Shanoa's attack attributes (repeatedly using cutting glyphs, increases SHanoa's cutting power). Repeatedly obtaining Glyphs gives a overall bonus to all Shanoa's attack attributes. Most of the game's Glyphs has latin names (like Ascia for Axe and Lapiste for Rock). And the game has three Glyphs (Dominus Anger, Dominus Hatred and Dominus Agony) that are the main force behind most of it's plot.
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