Pure Miriam
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Post by Pure Miriam on Dec 26, 2017 0:44:22 GMT -6
Enkeria i didn't knew you never played the other ones. Well, if this helps any, here's a summarize: Dark Magic (Symphony of the Night): fightning-game like commands to use spells. You can use all Alucard spells from the start if you know the controls and have enough MP (with the exception of some secret ones that requires familiars or Bat transformation). Dual Setup System - DSS (Circle of the Moon): Equip two cards to enchant whip with elements and powers, summon familiars, projectiles, stats increase, among other effects. You semi-randomly obtain cards as drop from enemies. Spell Fusion (Harmony of Dissonance): Combine one sub-weapon with a spell book to create a magical effect, such as Fire Book + Axe = Flame Dragon and such. Soul Dominance (Aria / Dawn of Sorrow): Exactly like Shard System from Bloodstained. Each enemy drops a Soul that you can use as a power, with different types of souls. Effect Orb and Relic (Lament of Innocence): Kinda like Harmony. Combine one sub-weapon with a orb to create a magical effect. Forgemaster and I.D (Curse of Darkness): Forge weapons and armor and also, raise special familiars that can have several forms and evolution parameters. Each one can have several skills that you can use by commanding them. You can also combo attacks with your familiars. Mastery Skills (Portrait of Ruin [Jonathan]): Obtain sub-weapons to use them and increase their power by usage. Drop from enemies and found around the game. Magic Spell (Portrait of Ruin [Charlotte]): Obtain spells to use them. Drop from enemies and found around the game. Portrait of Ruin also has Fusion powers, where you can combine special powers between characters. Bound Spell (Harmony of Despair [Charlotte]): Obtain spells by absorbing them from enemies, when enemies use them. Glyph (Order of Ecclesia): Obtain spells from enemies and around the map, by absorbing them on Shanoa's back. You can also combine two spells for a higher power.
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Pure Miriam
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Post by Pure Miriam on Dec 25, 2017 9:35:38 GMT -6
Happy holidays Angel-Corlux! I'm in a...complicated stage on my life, and this community was a real fresh breath of positivity. I'm really thankful for meeting you all and hoping for the best with Bloodstained. Happy holidays everyone.
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Pure Miriam
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Post by Pure Miriam on Dec 24, 2017 2:06:39 GMT -6
Ever since IGA took control of the franchise (and lost that control later on) Castlevanias had different magic / power gameplay systems on each game, with variations, combinations and different styles. Alucard had Dark Spells activated with "fightning-like" commands, Harmony of DIssonance had fusions with sub-weapons and spellbooks, Aria and Dawn had Soul Dominance and so on. Considering the modern games (since everything from before Symphony of the Night uses the same gameplay), what kind of magic / power system do you consider to be the best / most fun to play and use? Vote in the poll. You can only vote ONE. Comment your option below, if you want. Some explanations: Only the main game / main character's powers / magic / system is considered. Older games and Nintendo 64 games weren't added because they are all more or less the same thing. Charlotte uses a different system on Harmony of Despair (where she can copy a monster's spell by binding it on her book), that's why there are two options for her. Most of the names in the poll are official or fan-nicknames. Lords of Shadow wasn't added because i simply doesn't consider them to be good enough. Period.
That's all folks!
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Pure Miriam
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Post by Pure Miriam on Dec 23, 2017 16:39:44 GMT -6
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Pure Miriam
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Post by Pure Miriam on Dec 23, 2017 13:06:39 GMT -6
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Pure Miriam
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Post by Pure Miriam on Dec 22, 2017 10:10:35 GMT -6
XombieMikeEnglish is not my native language, sorry. That word is close to my own language. I'm going to change haha
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Pure Miriam
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Post by Pure Miriam on Dec 22, 2017 5:05:41 GMT -6
Since these Japanese Caverns are taken directly from a concept art, as i mentioned before, i just wanted to remind us all of the other concept arts that wasn't used yet.
Some kind of classic dungeon.
We already have the church so, this could be some special room at it or something else?
The first scenario at the first concept art and the first game sample wasn't showed to us yet.
That classic alchemy lab.
Can this even be considered a scenario?
Several pictures with great ideas. I wonder IF those areas will be used AND how they will end up in the game.
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Pure Miriam
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Post by Pure Miriam on Dec 22, 2017 1:18:46 GMT -6
I wonder if those two areas, the one in the left, and the closed space on the right, will have items to be picked up... Bloodstained: Ritual of the Night has given us a new update, most probably the last one of this year, showing a new area and a new enemy, with a new music too. Around the internet, you can spot more or less the same reactions: a bunch of people pleased, some people concerned about jump animation or graphics, among other things. As always, each update prompt us with questions and speculations and that's exactly what this thread is for. Here goes: 1) The new area (called here "Japanese Caverns" for the sake of simplicity) shows off what it seems to be catacombs and caverns with a japanese motiff to them. Considering Bloodstained's plot, Gebel pulled the Castle from hell itself, and the castle has an area shaped like an asian reference. Do you think that, maybe, hell has symbolic reference to all regions in the world? Or maybe Gebel reshaped the castle itself, with it's powers to resemble something important to him? Or maybe (2) the boss of that area is the one responsible for the area's motiff and looks? 2) Overall, Igavania games normally have more than one cavern (such as Symphony of the Night with Underground cavern and catacombs, Aria of Sorrow with Underground Reservior and Underground Cemetery), it is almost a given that Japanese Caverns will be one of the game's caverns / underground scenario. Do you hope for a more "traditional looking" cavern for Bloodstained or do you think the Japanese Caverns are good enough for the game, if they are spacious and varied? 3) What kind of enemies do you expect to be at those Japanese Caverns? Do you expect to see any enemy already revealed on there too? 4) The Japanese Caverns has a really unique music, quite different from almost anything Igavanias ever had. It doesn't sound like a Igavania traditional song at all. Do you hope the game has more "non-Igavania style" songs like this one, or do you expect the game to follow the more traditional route of Igavanias songs? 5) What boss (if any) do you expect for this area? 6) Regarding Plume Purma enemy, do you believe it will not be a "full-fledged demon", like Morte and thus, will have no Shard, or do you expect it to have a Shard? If so, what type and kind of Shard would you expect for him? That's all folks!
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Pure Miriam
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Post by Pure Miriam on Dec 22, 2017 1:00:41 GMT -6
Stop the Presses! As always, this thread was created to show what specialized press are talking about, considering the new update, with a link to the news and a small sentence for each one. Check out the whole news / article at the links. If you find full articles or anything else about it, you can post here or you can create a thread for it too, no problem Also, be sure to check comments at each article, if it has, to get a small glimpse of the overall feedback. Here goes: Playstationlifestyle.net: Latest Bloodstained Gameplay Video Shows New Stage"The level is Japanese-themed, a departure from the castle stage we’ve seen previously, and it looks to be a nice change of pace." Hardcore Gamer: Japanese Inspired Area Revealed For Bloodstained: Ritual of the Night"(...) this one is longer than five seconds." Gematsu: Bloodstained: Ritual of the Night reveals traditional Japanese-style stage, flying pig enemy"Here is your December development update." One Angry Gamer (Blog): BLOODSTAINED: RITUAL OF THE NIGHT DEV UPDATE SHOWS JAPANESE-THEMED STAGE"The animations still seem to be in discussion among viewers, in which Iga and team are aware of and might fix later on." Dual Shockers: Iga’s Bloodstained: Ritual of the Night Reveals New Japanese-Style Stage and Enemy in New Videos"Apparently set in a cave, it features Asian-style arching bridges and colorful autumn leaves." Siliconera: Bloodstained Shows Off A New, Japanese-Themed Stage"The highlight is a look at a new outdoor area stage inspired by Japan" NicheGamer: NEW BLOODSTAINED: RITUAL OF THE NIGHT FOOTAGE SHOWS OFF JAPANESE-STYLED AREA"Featured above, the new footage shows off an area inspired by traditional Japanese style and architecture. " (Updated 12/23/2017)There may be more to come.That's all folks!
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Pure Miriam
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Post by Pure Miriam on Dec 22, 2017 0:10:09 GMT -6
dareka
Here goes, the gif you asked. I hope you like it. CastleDan
I like your criticism, you have a solid opinion that you didn't change yet. I don't think they can change too much right now, but your opinion is valid and your feedback is important. Even so, i believe one of your concerns, your fear that the game could end up being just "square room after square room" and corridors connecting rooms and such, was probably eliminated by now right?
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Pure Miriam
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Post by Pure Miriam on Dec 21, 2017 16:45:48 GMT -6
Great update. As always, i have some bits to say about it. ABOUT THE SONG
I can't put a 'picture' of a song, so, let me use this just because it's beautiful Dear Darwin, i loved that song! It sounds so damn different from Castlevania, so fresh, so new, so, "Bloodstained is it's own game" that i loved it due to that. The whole japanese vibe it gives is also awesome in many ways and i'm really glad something so different and so unique to a Igavania series will be on Bloodstained. ABOUT THE SCENARIO
The shining water is lava, or water with candles being reflected on it? Does that remind anyone of anything? As shown on my pictures above, that scenario is clearly inspired by one of the first concept arts of the game. You can see the candles at the back, and the whole japanese motiff. It's good to know that such an early concept art for a stage ended up being used. It really looks like catacombs, with a autumn vibe. Like SOTN and others, i do hope Bloodstained can have more than one kind of cavern, but it seems this is, at least, part of Gebel's castle caverns. I'm dying to know what kind of enemies we will face there. Also, from a plot standpoint, it's interesting to think that Gebel pulled the Castle from hell itself, and the castle has an area shaped like an asian reference. Maybe hell has symbolic reference to all regions in the world? Iga stated, when kickstarter started, that at first he tried to do something different, with no castle and the player traveling around the world, to see if it would appeal more for developers. I wonder if a small part of that is still in the game. Maybe Gebel's castle has bits that represent various areas around the globe? Speculations... Also, i believe the shining water is not lava, but water with candles being reflected on it. ABOUT PLUME PARMA
I couldn't find any demonic or mythological reference to "Parma", only common meanings (such as being the name of a dish). The enemy itself looks cute as hell in a really weird way. That thing MUST drop a Pork Chop when killed. I wonder if Plume Parma will have a Shard, and what kind of shard would it be. CLOSING COMMENTS
Fun update. A shame the december treats will spill out in January, but at least we got another meaty update to talk about. That's all folks!
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Pure Miriam
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Post by Pure Miriam on Dec 20, 2017 13:45:51 GMT -6
(...) For the Succubus.. it could be many things? don't have many things in my mind, because whenever I look around me ( Xenoblade 2 for example ) with some people these days they will complain and shout out loud screaming by the word "sexualization" without even knowing the meaning of it and end up making a buzz. They are the once who are not going to support the game anyways... I am all for a overly ecchi / sexy Miriam in a succubus costume, and i have no shame in saying it. I like to draw (but i'm not good enough, unfortunately) and just because you said that, i'm probably going to try drawing some succubus clothes for Miriam just for the hell of it. Maybe a miracle happens and one of them is actually not terrible with my unskilled ability.
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Pure Miriam
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Post by Pure Miriam on Dec 19, 2017 18:08:07 GMT -6
fatihG thank you, i try my best to keep things interesting =) JeffCross thank you for that, i hope you get better, and yes, we are cabin mates haha.
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Pure Miriam
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Post by Pure Miriam on Dec 19, 2017 2:32:35 GMT -6
JeffCross Cowgirl costume for me means something else entirely...Cow hide, cow horns, cow tail...you know what i'm talking about. Something that would never ends up in the game lol
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Pure Miriam
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Post by Pure Miriam on Dec 19, 2017 2:28:16 GMT -6
It is interesting how opinions are and how we can see things differently. Not long ago, i was thinking that the enemies reactions towards being attacked was detrimental to the game, because that makes them too easy and you barely see their moves. Seama takes a long time to prepare it's attack and when hit, it flinches back, reseting it's Cerulean Splash animation to it's first step. Buer only attacks (by spinning and going foward) because it automatically moves (it's always aware of Miriam, as soon as Miriam spawns in a room with a Buer, it becames active). If you are quick enough to attack it, it will do nothing. Morte Bone seems to be like Seama. If it spots Miriam, it starts throwing bones, but if you attack it, it will "lock" him on it's flinching animation and you will kill it before it has the chance to do anything. The dev team put Morte Bones all around the place, exactly so they can attack you when spotted. If you put a Morte Bone close to the entrance of a room, it will do nothing because you can attack it and lock it at it's reaction animation until killed. As a trivia, i believe few of you knew that Morte can grow several arms to grab Miriam and damage her. Morte doesn't have a reaction when attacked, but it's so slow and weak that you need to wait and purposely let it hit you so you can see that. As i said, just different opinions. I don't really know what to say about how reaction to attacks are right now, but there was a time i thought it was more detrimental due to what i stated above. Even so, i still feel the game seems satisfying for me. Watching the player killing Morte Bones and see that big black blob falling down with that weird nose is really fun Just my opinion. I respect all others.
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Pure Miriam
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Post by Pure Miriam on Dec 19, 2017 0:51:32 GMT -6
Well, here comes my disagreement time. I'm not a pro at this, but i can't see what you guys are seeing regarding attacks and i want to show why. Clockwork i honestly can't see what you explained, both on Bloodstained and on DMC games. I played them and i can't see what you mean by making the attacks "snappy". It may be lack of technical knowledge, but to me, Bloodstained attacks and DMC attacks have the same overall weight and feeling of satisfying hit. Since the first E3 2016 Demo of Bloodstained, i wasn't able to see any problem regarding attacks being delivered. By the way, i didn't saw this criticism around the internet nor in comments too. Angel-Corlux Is the first person i see since the first demo to bring this up to my knowledge. CastleDan You can see the same weight if you watch the E3 2017 Demo with the player using the Mace and the Great Sword. You can't compare a light Short Sword that Miriam uses both at E3 2016 Demo and E3 2017 Demo, with that Mace. fatihG The enemies doesn't react when attacked? How so? Not all of them, but quite a lot of them does. At E3 2016 Demo, Buer is taken back when you land a hit at it, Seama flinches, Amy goes backwards. You can even make two Buer collide and that even damages both of them. At E3 2017 Demo, almost all enemies react when attacked. Gieremund almost takes a back flip when hit, Okyupete flinches, Ape jumps backwards, Morte Bone stops and it's body silighly arcs back, Light Elemental changes direction... Few enemies doesn't react. Even Bloodless, if i'm not mistaken, if attacked repeatedly non-stop, moans and flinches a bit before regaining composure. Really, i'm sorry, because it may be lack of knowledge or perception from my end, but i wasn't able to see a single problem on how Miriam is delivering her attacks since the first demo back in 2016.
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Pure Miriam
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Post by Pure Miriam on Dec 18, 2017 1:47:43 GMT -6
Enkeria About the concept art, i believe that it was totally just that. A concept art. The dev team had just an idea of what they wanted to do. The game's magic system was undecided when they did that, so, they added that power at that concept art just to highlight that the game would have "powers". I don't think it will turn out in anything. Swords with skills like Symphony and Dawn is something whose status is still kind of a mystery. We will have to wait and see. About your second question of equipment, i took a screenshot of the official Bloodstained account answering people, addressing that matter more or less Considering that dialogue, it doesn't really matter if costumes will have a dedicated slot to them at the equipment menu, because, if the Bloodstained account's desires (Angel?) ends up happening, you will be able to "move" stats bonuses and attributes from one piece of equipment to the other, so you can have a end-tier powerful equipment with the looks you want, by swapping and moving around their stats and attributes. So, if i'm getting this right, let's say you have a powerful end-tier equipment for the HEAD slot called "Golden Helmet" and the "Spiky Hair" is also a Head equipment and it has no stats. Then, you would be able to move Golden Helmet stats bonuses and attributes to Spiky Hair, so you can keep wearing Spiky Hair, with end-tier quality. If that system of "moving / swapping stats bonuses and attributes" between equipments ends up in the game, there will be no need for costume slots at all, giving the player a HUGE amount of customization. By the way, a system like that, if ends up in the game, could let the player, create it's personal "ultimate equipment set" of equipment with the best looks (at his/her opinion) and best stats / attributes possible. If swapping / moving stats bonuses and attributes requires uncommon or rare stuff (materials, items) and if some pieces of ultra powerful equipment are one-of-a-kind or very rare to drop, the challenge of "creating the most powerful set in the game with the looks i want" could hugely increase the game's lifespan. It would require several new game+ replays in order to get everything you want to have exactly the stats / attributes / looks you want for your "ultimate equipment set" for Miriam. I believe it would be awesome if something like that could happen in the game. Imagine the possibilities if you throw some stats randomization / upgrading on all that... The game could even have a overly hard challenge area (like Nest of Evil from Portrait of Ruin or Large Cavern from Order of Ecclesia) that the only way to beat it would be with ultra-powerful customized sets.
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Post by Pure Miriam on Dec 18, 2017 0:42:57 GMT -6
Cplusthank you, it's good to know things are working out for you. I will check it out when i can =)
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Post by Pure Miriam on Dec 16, 2017 1:34:01 GMT -6
Elf, Succubus, Bunnygirl, Catgirl, Schoogirl and for "other" i vote swimsuit / bikini. Damn, i don't even hide my lewd tastes lol
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Post by Pure Miriam on Dec 15, 2017 17:27:29 GMT -6
purifyweirdshard i need that full picture for deep research purposes. By Fan page, do you mean the official Bloodstained page on facebook? EDIT: Found it already. Quite...full. But hey, you can post the whole thing. It's totally SFW. So, here goes:
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