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Post by Pure Miriam on Apr 16, 2019 2:29:27 GMT -6
Great article. It worth each word i read it. Congratulations RichterB
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Post by Pure Miriam on Apr 14, 2019 2:04:09 GMT -6
kamuiarikado A few hoppy bois FROM HELL! we need to remember
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Post by Pure Miriam on Apr 14, 2019 2:02:11 GMT -6
Wow, that is interesting information.
Let's see. My guesses are:
"created a chainsaw of sorts that shredded enemies completely" This is the Directional Shard Herectical Grinder.
"one that simply fired an arrow" Directional Shard True Arrow (before, named Straight Arrow)
"The Y attacks had mixed effects, one summoned a knight to attack for me" This can't be the Armor Familiar, because this is a Conjure Shard (Y) not a Familiar one. It is one of those "Summon Shards" inside Conjure Shards. A Conjure Shard we didn't saw yet.
"another sent a projectile along the ground". Most probably the Conjure Shard Gale Crawler (before, named Raging Gale)
"The RB seemed to be the metroidvania slot. I had one ability that let me grab and manipulate objects". This is the Manipulative Shard Craftwork. We didn't see it yet, but read it's description.
"one that turned me into a bunny girl". This is a new Manipulative Shard. I remember, back in the dub interviews, that one of the female actresses (that dubbed Bloodless) implied she also dubbed some kind of "chocolate loving" creature with long bunny ears. I think the game may have a Bunny girl boss and this may be it's shard. OR it is the Shard of a bunny girl enemy, the same from Curse of the Moon (that shows up on Bloodless stage).
" double jump being your main method of traversal". Skill Shard Double Jump.
"A lot of jumps were simply out of reach so a higher jump or a wall jump is no doubt hidden somewhere." That can either mean the game will have some kind of higher jump, some kind of transformation that let Miriam fly around or these areas can be reached with the Invert Skill Shard, by inverting the Castle's layout.
"I couldn’t swim when I found water, but there were definitely paths underwater". That's great. A confirmation that the game has some kind of ability to travel underwater.
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Post by Pure Miriam on Apr 13, 2019 16:38:57 GMT -6
Arsenical Hahah, totally agree with you on that.
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Post by Pure Miriam on Apr 13, 2019 1:25:18 GMT -6
Let me add / comment two cents about this:
GALLEON MINERVA
Galleon Minerva really is a tutorial level. 505 Games, at one of the videos, said that. It was built to give the player the basics of the game, how to control Miriam and her abilities. The area looks a bit empty because they removed Buers (since they seem to be a higher tier enemy now) and didn't put anything else as a replacement. You can see at one of the new videos that some players got caught in several attacks even with few enemies.
THE ENTRANCE and GARDEN OF SILENCE
Totally agree with you. The Entrance and Garden of Silence got it just right. The first screen after the statue falling presents you with 3 flying bats and mortes and not long after that, it gives you Sabnock and bone Throwing Bone mortes on top. It's satisfying and it is as you said, sometimes there is literally a "wall" of enemies you need to slay to keep going.
TOWER OF TWIN DRAGONS
I agree with you that there are almost no enemies outside the tower and it would be good for that to be changed. But not with the fact that poison toads are there. Not only they are demons, they don't need to have a logical explanation to be there, that happened in other games. Curse of the Moon has the same poison toads (they just don't give poison, but they are purple) at the tower where Valac lives. I'm sure they just wanted to do a small nod to Curse there. Some enemies are thematically tied to their places, but some aren't.
Overall, i agree with some of your points, specially at the tower. They really need to improve enemy placement outside and i think they will. But Galleon Minerva IS a "hub / tutorial" level and i firmly believe it will not be changed.
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Post by Pure Miriam on Apr 13, 2019 1:11:49 GMT -6
RichterB Seriously, great article. I basically agree with most of what you said. kamuiarikado great feedback, too.
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Post by Pure Miriam on Apr 10, 2019 10:04:42 GMT -6
Some of her yelling is fun to hear.
Man, she SCREAMS "VEPAR!" when using Vepar Shard, as if she is commanding that beast. Isn't that BADASS enough?
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Post by Pure Miriam on Apr 10, 2019 9:33:07 GMT -6
Gematsu gameplay of the new build. Not much but, it is fun. And yes, Miriam's hair is moving.
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Post by Pure Miriam on Apr 10, 2019 1:49:29 GMT -6
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Post by Pure Miriam on Apr 9, 2019 2:07:14 GMT -6
Well, here's my take on the new video, shown at Gamespot: TOWER OF TWIN DRAGONS and LEVEL UP
This scenario name is "Tower of Twin Dragons", that can be seen at the menu. It's obviously inspired on the classic Clock Tower from the old Igavania games, with moving gears and pestering enemies trying to make you fall (Dullahammer Heads, our Medusa Heads Expy). I like it how it looks. Rusty gears, plataforms that open up when you step on them, chains and bricks, with a view of the outside. Dullahammer Head familiar seems to be much more useful now, attacking most of the time, and even killing enemies. This "LEVEL UP" message, though, is a bit weird to me. I am confused if this is Miriam's level up (which i doubt it, because it showed up at other times, not even close to her). For some reason, i think this is the familiar leveling up. I get a feeling that maybe familiars can level up and that's their message. Or maybe something else is leveling up (such as a technique or weapon or smething). It is too way different from how it was to be Miriam's...but, we will see. EMERALD, SAPHIRE AND SILVER
These blue chests seems to contain forging material, although i have a feeling that Emerald, Sapphire and Silver could be more useful to make money by selling, but who knows. Also, this tower looks awesome, it's spinning effect looks great and actually makes it much bigger than it seems to be, with the added chances of you falling down thanks to the pestering Dullahammer Heads and Toads. WOLFMAN and BEAST HEAD SHARD
This enemy, called Wolfman, seens to be though. He can guard several attacks, has quite a lot of health and deals high damage. It seems the best strategy is to fight from a distance, using projectile shards. The player uses a new, Dog or Beast head shard there that is too "melee" to actually be useful against him. NEW MANIPULATIVE SHARD: BEAST GUARDIAN
From Wolfman, comes Beast Guardian, the second confirmed revealed Manipulative Shard. With this one, we can safely say that Manipulative Shards are focused on defense, support and protection somewhat. Also, we can see down there at the bottom of the screen "Demons Slain: 1/3". Probably a quest of some sort. NEW ENEMY: BUER ARMOR
I admit i laughed a bit when i saw this one. We've seen this enemy before but it was really hard to tell what it actually was and it is an armor that throws BUERS! Can't say it isn't creative. NEW ENEMY: POISON TOAD and NEW PASSIVE SHARD: RESIST POISON
Poison Toad, that seems to be nothing but a toad that can poison you (and that alone is frustrating enough!) but also a new shard, Resist Poison, that increases your resistance to poison. I always think these types of shards are a bit useless, but i know, i know, it is really hard to come up with ideas to give powers to almost all enemies in the game, so... NEW ENEMY: CELAENO
And now, we close greek mythology harpies with the new Celaeno enemy, one of the three harpies from said mythology. Seems to be a elaborate pallete swap of Aelo, and when it was about to use some kind of electric attack, the player killed it. I'm kinda curious for it's shard. As a side note, take a look at that huge clock on the background, on top of Miriam. Looks totally awesome. NEW ENEMIES: POLTERGEIST AND SHIELD OUTSIDER
Poltergeist seems to be the backer's portraits, now turned enemies. That may be a bit weird, but they deserve it! Also, they look awesome in their own weird way. Shield Outsider seems to be based on Shield Armors from other Igavanias. That seems to be a pattern, since we also have Axe Outsider on Bloodstained. This specific piece of scenario looks specially great to me, i really liked the windows on the background, the light comming in, it gives a eerie feeling to the whole place. THE CORRIDOR
Another detailed corridor, with several layers in the background. I wonder what Special Ammunition/R even means or what the hell that is! THE ELEVATOR
This is straight from Symphony of the Night. A fast speed elevator coming up and down, with locked doors at it's sides. VALAC
Valac looks really menacing. Everything fits here. The fact that you fight it outside, going down the tower you just tried to go up. Valac seems powerful and a really hard boss (or the player wasn't good enough?) and it seems to have A TON of health. It's Shard, Inferno Breath, is a Directional Shard and it is obviously his fire breath attack. LIST OF NEW ITENS, SHARDS AND ENEMIES SHOWN AT THIS DEMO New itens: Emerald, Sapphire and Silver, Stonethaw, Fey Leak, Plume Pork, Ectoplasm, Hemp, Cotton, Special Ammunition/R. New Shards and Enemies: Wolfman [ Beast Guardian], Buer Armor, Poison Toad [ Resist Poison], Celaeno, Poltergeist, Shield Outsider, Valac (Boss)[ Inferno Breath]. That's all folks!
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Post by Pure Miriam on Apr 9, 2019 1:24:14 GMT -6
mourningxsun Those assumptions don't tend to be accurate, but tend to show a "direction". The simple fact that the game is 2.5D is enough for the grid to be bigger than the others. Also the map size, when talking 3d, is something different to 2d. The new demo released to the press, that shows the Tower of the Twin Dragons, you can see when the player is going up the tower, that the map "snaps around", because the player is walking in circles around the tower, than going inside and out, something that can't be covered by a 2d map. I payed attention and it seems the map keeps going from side to side to some completed areas because the map isn't 3d. That new demo also shows that the rooms are overall bigger and more spaced out than the other Igavania games, because thart gives a much better depth in 3d, which also makes things larger.
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Post by Pure Miriam on Apr 8, 2019 15:50:41 GMT -6
That video from Gamespot is quite long and since it is mostly focused on a single scenario, i don't know if i should analyze it on my style, it would take a lot of time to do that. But, anyways, i really liked what i've seen, and i wanted to talk a bit about the criticism made on some of these articles and some quick impressions i had.
Miriam feels too slow: I gave up on trying to say otherwise. People feel what they feel and that cannot be changed. Some people say Miriam is slow since the 2016 demo and kept saying that to this day. The animations changed, graphics changed, perception changed, new gear and speed-up shards were added, and people still feel Miriam is slow. There is nothing that can change these people's minds anymore. Maybe she is just too slow for today's standards.
The collision detection: The Destructoid article seems to have been written by someone who just isn't skilled at this type of game. His criticisms sounds more like frustration for being killed by Valac two times and being damaged a lot of times from other enemies, than anything else. There is a saying in my country "Those who can't dance, always put the blame on the floor". That seems to be the case. Watching the Gamespot video, i couldn't see almost any hiccup on collision detection.
The game is too retro: That...what we can say about that? Bloodstained is a game that pays homage to a certain retro style of gaming, promised to deliver exactly that and this is exactly what is giving to the fans. So, that criticism is...weird, to say the last.
Now, i wanted to talk quickly about some impressions i had. If i have the time, i do it in a more deeper way.
1) The scenarios seems huge. The game looks like it will have more large rooms than other Igavanias. Maybe that was made to reach the "IGA's biggest castle" stretch goal easily, but also, since it is 3d, bigger and larger environments give a better sense of space and depth. 2) Dullahammer Head Familiar seems much more useful than it's first interaction, back in 2017. Now he follows enemies around and you can see him attacking to the point of killing enemies a lot of times during the demo. That was satisfying. 3) We can safely say now that Manipulative Shards are focused, mostly, on changing / manipulating stuff, protection and support, apparently. 4) Valac is either a really hard boss or you need to use more tools at your disposal to kill him in a faster and easier way.
If the game is released, as it is, this is more than enough for me. I'm really excited.
That's all folks!
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Post by Pure Miriam on Apr 8, 2019 6:20:53 GMT -6
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Post by Pure Miriam on Apr 8, 2019 1:26:10 GMT -6
Thank you =)
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Post by Pure Miriam on Apr 7, 2019 2:31:41 GMT -6
So, after watching the video fully, i have a lot more things to talk about it, so, here goes: 505 GAMES AND ARTPLAY
Nice effect on their logos. The reference to crystal and everything. SELECTING A SAVE, SAVE NAME and DIFFICULTY
When you choose a save data, you can give it a name and also choose the game's difficulty, between NORMAL, HARD and NIGHTMARE. Both HARD and NIGHTMARE are locked, so, we can see that they are probably going to be unlocked only when you defeat the game. LOADING SCREEN AND TIPS
The loading screen has tips you can read (i collected all tips shown at this video, you can see them down below). Also, the loading screen looks like that creature that you can see at the saveroom. MIRIAM GRAPHICS
Miriam looks better. Her graphics are more refined, you can see she has a small degree of expressions (she looks surprised, her eyes widen, when she sees Gebel and Gremory at the end). But we can tell, just like the old demos, that these graphics aren't made for expressions. Everytime they talk, their mouth is covered by something, because it isn't actually moving. That is not a problem, it was like that since the first demo, because, i believe, these models were made just for gameplay. Either way, She looks better. MENU
Miriam looks WAY MORE BADASS at the menu than it was before. Menu options, font and everything else was changed slightly. Also, we can see here, something i will address later, that Miriam's back has a crystalized rose. Such rose existed in 2016 Demo and was removed after it (turned into a tattoo like crystal), because it was clashing and clipping with her clothes and such. It seems they found a way to fix it because it is back now. ARCHIVES
Every single time you kill a new enemy, it shows at the bottom right "NEW! Archives:Demons". That confirms you actually start with a bestiary that is filled automatically when you kill a new demon. Archives also shows up at other moments, at scenes and even when she gets a Mana Rose (Archives: Compendiun) i'm trilled to know if such archives has some kind of lore or in-depth info. I really like that and i'm sure i will spend a lot of time reading such things. CRYSTAL SHATTERING
When the name of a new area shows up, you can hear a crystal shattering sound when it cracks. SAVEROOM
The saveroom looks way better. Some people criticized in the past, that the saveroom fits perfectly in the castle, but not at the Galleon Minerva and probably not at some other places. They said that the saveroom has a lore behind it that will be explained in-game, so, i'm sure they will address that somehow. SAVING THE GAME
When you save, you can actually choose a slot to save, you don't automatically overwrite it. i'm not certain, but it seems like the game has 21 save slots. These were the same number of slots of the 2018 demo. That's a lot of save slots and that's great, considering the game's length, multiple endings and playable characters. THE BOOKS
These shelves with books, when you use it, Miriam actually turns around and pick one to read. Cute little animation. They said that the books will also talk about the game's lore and can even unlock certain skills. GREMORY
Gremory has a different pose than before. She is wrapped around her wings using her hands and looks even more evil. Funny what they talked about her: [Talking about Gremory] "She looks seriously bad news!" "Yes, she's...no fun" CRYSTAL ON MIRIAM'S BACK
Again, we can see her the crystal on Miriam's back, that existed before, was absent and now returned. THE 0 HP BUG
The player was able to hit START at the last second when it was already dead and use up itens. When returned, Miriam died. That isn't something severe, but it is a bit weird, i don't know if that can be fixed. SOME OTHER INTERESTING INFORMATION
1) Both Knife and Kung Fu Shoes have the same attack power now (ATK 5) 2) It was said that the magical door that you need to use your hand to open is there to teach the player that he can move Miriam's hand around, as a nod to the tutorial of Directional Shard that shows up later on, when you get Morte Cannon's Shard (that is mandatory). 3) Enemies have different death animations, depending on how you kill them or explore their weaknesses. 4) Galleon Minerva was built to be a tutorial-like level, to introduce the player to the basics of the game. 5) Bloodstained is more open-ended. If you are skilled, you can, technically, go to certain places you "shouldn't" go, and it is highly dependant on your playing skills, because you can be one-shot by enemies if you go to these places ahead of time. 6) It seems Blue chests give alchemy itens while Green chests gives weapons and gears. Wooden chests give consumable itens. Some abilities of Miriam was designed to address some criticism about her being slow. Abilities that allow her to move super fast. 7) You can hear that song when you reach Arvantville for the first time, playing in the background after Vepar is defeated. This build was probably bigger or is even the full game. 8) They are just about to reveal the game's launch date. LIST OF TIPS SHOWN AT THE LOADING SCREENS
- You can perform one additional attack while backstepping
- Sometimes, when you visit the shop, you will receive hints about how to proceed.
- The "slow" condition temporarily causes all your movement to slow down.
- Armored foes are usually resistant to slash attacks but weak against striking attacks and thunder.
- You can continue firing after running out of ammo, but you will be switched to weaker bullets.
- STR affects your physical attack power, while INT influences magical attack power.
That's all folks!
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Post by Pure Miriam on Apr 6, 2019 17:05:52 GMT -6
Well, that was fun to watch. I didn't watched absolutely everything, didn't had time now, will do when i can, but what i can say for now is this:
1) Accessory Ring is now "Rusted Ring". Conjure Shard Swing Tentacle is now "Thrashing Tentacle". 2) Overall animations, lightning and graphic were improved. Lip synch is definitely better. My only complaint is that Miriam eyes at the pause menu and at the dialogues looks a bit off, but that probably just me. 3) The game warns you about everything new you get, by adding information on your "Archives", something we couldn't see yet. It shows at the right bottom "Archives: Compendiun" Or "Archives: monsters" and such. 4) At the loading screen, you can read tips. I could see that amored enemies are resistant to slash attacks, but weaker to thunder and, i think, bashing. That reinforces what i said on some threads about Shortcut Sets that the game must give us enemies with different strenghts and weaknesses to justify us using different sets during gameplay and they are doing just that. It is also mentioned that visiting the shop may give you some hints about the game. 5) It was said that the saveroom actually has a lore behind it, and it will be explained in the game. 6) They also said that Miriam yellling changed due to people's complains. Apparently, she still painfully screams when she gets a new shard (because it is a painful process and impales her) but her yelling frequency when attacking was greatly reduced. 7) Apparently, some itens were moved around inside Galleon Minerva.
I'm positive the game will not have any great changes after this. They are in the process of locking everything and just smashing bugs. What we are seeing is most probably what we will get. And that is MORE than enough for me. Great work guys. Definitely great work.
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Post by Pure Miriam on Apr 4, 2019 3:49:14 GMT -6
Arsenical I remember the "forbidden post" too, but we need to remind ourselves that the datamining was based on the 2018 Demo, a slice of the game that ended up carrying some data of it along with it. Names and terms changed, other things were added and i'm sure the game wasn't yet finished in 2018. It is probably that the data we saw wasn't the whole thing. Nezuto Bloodstained will have multiple endings, if i'm not crazy that was even advertised already. I don't know HOW they will do that, but we do have some hints. Johannes, Dominique and Gebel, all three, has said that absorbing shards in massive quantitites can mean her downfall. As Gebel has said "Along the way, you'II have no choice but to absorb shards and avail yourself of the powers of hell. If you can still claim to be human at the end of it all, then perhaps i might be more inclined to listen". So, i'm sure thatg the key to multiple endings in the game are the Shards. How that will work, we don't know yet. demiurgos I played pretty much all Castlevanias. I mentioned Dawn of Sorrow because Dawn has an updated version of Soul Dominance, that started on Aria. Bloodstained inherited such updates (like upgrading powers by obtaining more of the same) that's why i mentioned it. And yes, Aria of Sorrow is a great game, totally agree with you. i actually consider it better than Dawn.
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Post by Pure Miriam on Apr 3, 2019 2:12:14 GMT -6
Bloodstained: Ritual of the Night will be released in summer 2019. We are months away from that and the game is being finished and refined as we speak. Bloodstained was promised to be IGA's biggest game overall, and that does not seem to be a lie, considering how much we know about the game already and how much we still need to know. Taking a look at my thread " TRIVIA: All Bloodstained "things" so far" i noticed that the comparison of certain information that we already have about the game, with other Igavania games, gives us a interesting perspective about how long the game will last. Considering my compilation, Bloodstained has these numbers, as of now: BLOODSTAINED: RITUAL OF THE NIGHT (so far) Weapons: 50. Gear (Head, Body, Acessory, Scarf): 39. Items (Potons, Food, Crafting and Cooking, Others, Unknown): 69. Enemies: 42. Bosses: 6. Powers (Shards and Techniques): 44. Game size: Unknown. 10 locations confirmed so far (Ghaleon Minerva, Arvantville, Entrance, Garden of Silence, a Japanese area with no official name, Clock-Tower-like region, Golden-staircases region, Church of Dian Cecht, Lava Cavern region, Library region). Game confirmed to have at least 1600+ rooms or almost 2x Symphony of the Night.
If we take only two other Igavania games, Symphony of the Night (for being the biggest) and Dawn of Sorrow (for the inspiration on Shardbinder / Soul Dominance) we have this:
SYMPHONY OF THE NIGHT Weapons: 69. Gear (Armor, Cloaks, Sheld, Head Gear, Accessories): 99. Items: 88. Enemies: 146. Bosses: 18. Powers (Alucard Spells): 6. Game size: Two castles. 33 locations. 1890 rooms.
DAWN OF SORROW Weapons: 76. Gear (Armor, Acessories): 30. Items: 60. Enemies: 116. Bosses: 18. Powers (Souls): 117. Game size: One castle. 12 locations. 1023 rooms.
That leads us, first, to some impressive comparison on numbers. Let's assume we saw around 10% of Bloodstained (it can be less). Bloodstained has 50 weapons as of now. SOTN on it's fullest has 69. 10% of Bloodstained has 19 weapons less than the whole SOTN. Bloodstained already has more Gear than Dawn of Sorrow and we don't know the whole game yet (39 for Bloodstained, 30 for Dawn of Sorrow). Dawn of Sorrow had 12 locations, Bloodstained seems to have at least 10 as of now. All that shows that Bloodstained will be a gigantic game, it doesn't matter where you look at. Talking specifically about regions / locations though, it is harder to speculate, because we don't know yet, considering all demos and videos, what is a location and what isn't. Some data may be incorrect (like the golden staircases region that can be just some connection to other place). My data on that is based on videos that we saw. GHALEON MINERVA
ARVANTVILLE ENTRANCE GARDEN OF SILENCE JAPANESE AREA WITH NO OFFICIAL NAME CLOCK-TOWER-LIKE REGION GOLDEN-STAIRCASES REGION CHURCH OF DIAN CECHT
LAVA CAVERN REGION LIBRARY REGION
Some of these areas may be the same, but i believe they are all different one another. Anyways, this was just a commentary / interesting data i realized while looking at it. That's all folks!
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Post by Pure Miriam on Apr 2, 2019 16:17:49 GMT -6
Stop the Presses! As always, this thread was created to show what specialized press are talking about Bloodstained. 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: SILICONERA: Bloodstained’s Latest Update Shows Off Equipment Shortcuts QoL UpdateBloodstained: Ritual of the Night has gotten this month’s Kickstarter update, which shows off a pretty big QoL improvement in the form of equipment shortcuts. GONINTENDO: BLOODSTAINED: RITUAL OF THE NIGHT KICKSTARTER - DEVELOPMENT UPDATE: A LONG LOOK AT SHORTCUTSWith shortcuts, you'll be able to create multiple sets of equipment and quickly interchange between them. DEADENTERTAINMENT: Bloodstained: Ritual of the Night Update Shows New Shortcut Feature, Offers Update on Development StatusThe latest developer update shows off a feature that should help you stay prepared for any situation. TWINFINITE: Bloodstained: Ritual of the Night Gets New Gameplay Footage Showing ShortcutsThe footage shows the Shortcut feature, that lets you create multiple sets of equipment and quickly swap them around. There may be more to come.
That's all folks!
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Post by Pure Miriam on Apr 1, 2019 16:45:23 GMT -6
crocodile Let's just say i can't say why they got banned, because that would get me banned here. Let's just say it revolves around a werewolf.
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