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Post by Pure Miriam on Jun 5, 2017 13:49:58 GMT -6
CastleDan that is a good idea. It is predictable, yes, but Igavania games never had a hugely unpredictable plot. With the single exception being, for me at least, Aria of Sorrow. I totally couldn't guess Soma was Dracula until he said it himself. That was quite the shock. About the updates, yes! I'm ready to read the update when it is out and do my, ~already traditional~ analysis topic by topic, named with those colored letters, whose colors matches Bloodstained Shard sytem in the order the menu shows it. (I hope SOMEONE that read what i write noticed that already ).
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Post by Pure Miriam on Jun 3, 2017 13:41:24 GMT -6
IGA kinda confirmed at this interview that Alfred summoned the Demon that killed Zangetsu's friend and started his rampage against everything related to Demons AND that he will be a formidable opponent for the main characters. As i predicted, Zangestu will fight against Miriam at some point of the game, because she is related to demons, indirectly speaking.
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Post by Pure Miriam on Jun 1, 2017 1:50:23 GMT -6
Improvement, as Mana implied, means a lot of things, it can be graphical, animation, gameplay, overall scenarios. I can't wait! But yeah, thanks everybody
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Post by Pure Miriam on May 31, 2017 12:58:35 GMT -6
(...) but I've also read that the reason it wasn't included was out of respect of the creator's wishes that it be a non-canon separate entry. I don't think it necessarily had plot holes? The only significant thing like that I can think of is what happens in Legends. There is that too. IGA wanted to respect the creator's wishes to be a non-canon story. I forgot that.
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Post by Pure Miriam on May 31, 2017 4:22:08 GMT -6
Bored and without much to do, i decided to play the Demo again, for no reason. And i decided to pay attention to it, at all small details. I noticed some things i didn't perceived before. And then, this thread was born. So, below are some things that you may have not noticed before in the Bloodstained demo. Some of what is written below are things i noticed before and i think maybe some people didn't, and things that i just noticed now. Some of you may have noticed all that before, some of you may not. So, without further ado: WEAPON TYPES
By pressing Y at the equipment menu, you can see all weapon types, including things we didn't got absolutely any info yet, like "throwing swords". RING
Miriam has a ring at her right hand, middle-finger. That is not a position to use a ring at any traditional way (marriage, compromise and such) and there is no symbolism or significance. AMMO
Ammo for guns is at the equipment list since the beginning. Not only "Weapon" has two slots (one for ammo, since you will be able to change guns ammo) but the menu has an ammo tab that is darkened out and can't be selected. SORT BY ACQUISITION
You can sort items by "Acquisition". What that means? Sort items by when you got them? Why that would be relevant? Hmm... MIRIAM ICON / EQUIPMENT SET / SHARDS INFORMATION / MYSTERIOUS EMPTY SPACE Red Circle: there is a Miriam icon at the status screen at some menu areas. It is a nice little touch. Green Circle: you can read "Equipment Set 1". That means the game will have other equipment sets? Most probably, you will be able to create and change equipment and shard sets on the fly. Purple Rectangle: there is a mysterious suspicious space at the Shard set. IGA already said that progression abilities (abilities required to proceed, like double jump and things like that) will also be Shards (more akin to Sorrow series using souls instead of relics). That probably require a sixth type of Shard, since we all know that Double Jump and things like that will not be "equipable", probably just ON/ OFF like Relics. Maybe that space is dedicated to enter in a special, sixth Shard type menu? Or maybe, there will be a sixth equipable shard type... Or maybe, they didn't want to change the menu's size between equipment and Shards and it is nothing more than that. Blue Rectangle: For those that never noticed that, each Shard has a level, imput, damage type, overall power, MP cost and "quality". It has been commented before that Shards will probably be able to be leveled up somehow... HUD AND STARTING PLACE
The Hud looks like vials of potions. They match the potion's colors and also remember a bit of alchemy vials. The dark half-moon that envelops Miriam's face has drips of blood if her health is not full. Not only that, but it gains a redder color as you lose more and more health. Also, we start the demo actually inside the Galleon's quarters, something logical and coeherent. This is probably Miriam's room inside Galleon. SHARD STAB
When Miriam gets a new Shard, she actually stabs herself with it. The Shard comes flying to her and she holds it, and impales herself with it. BREASTS
When Vepar shows up throwing enemies, you can actually spot it's right breast if you pay close attention to it. Someone that really pays attention to details, would probably find that really strange before seeing Vepar's full body. VEPAR'S SHARD
Vepar has red crystals around it's belly mouth and it's head and face. Maybe that gives a hint of what Shard type does Vepar gives when it is defeated... SOME OTHER THINGS YOU MAY OR MAY NOT KNOW
Morte means Death in spanish and portuguese. Also, Morte has different animations depending on how you kill it. That is also the same for some other enemies. You can see the Headband at Mirian's head when you equip it. Miriam's boots also changes if you equip Kung-fu boots. Cerulean Splash (Seama's Shard) can give 2 hits with proper timing. You can actually make a buer falls into another buer and damage the other one (around 3 points of damage). Amy is actually a really small ball-like creature engulfed in fire that vaguely resembles a skull. You can see that easier if you get it's Shard. That's all folks!
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Post by Pure Miriam on May 30, 2017 7:31:40 GMT -6
The story is definitely inspired by Castlevania 3. Warren Ellis was actually in communication with IGA to get the plot right... Not to be THAT guy, but those two things are completely unrelated. I respect Ellis for trying to stay as close to the canon as possible, but IGA wasn't involved with Castlevania until much, much later. IGA later took over and worked a secondary canon into the franshice (and replaced Sonia with Leon. If this move was good or bad is a matter for another thread). I'm sure IGA has a lot of good thoughts and ideas concerning CV 3, and he's definitely better than absolutely nothing (plus, IGA is actually good at what he does) but really there's not a lot he can add because he simply didn't work in it. You don't need IGA to get the plot right, you need the guy who originally worked on it (which we don't know who it is). Before anything, let me explain that i follow IGA's career since a long time ago. I read almost all interviews IGA has ever did and Castlevania is my most beloved gaming series of all time. So, i know a thing or two about what you said and just want to clarify. 1) IGA is involved with Castlevania since 1993, with Castlevania: Rondo of Blood for PC Engine, where he helped with programming. 2) IGA didn't "replaced" Sonia with Leon. He clarified in some interviews that, Castlevania never had a proper timeline and almost each game had a different creator and setting. When he took over the series (around 2002), Konami itself wanted to organize everything, due to the huge sucess of Symphony of the Night, giving a new breath to the franchise. So, alongside Harmony of Dissonance, IGA released a timeline. He even admitted it was not a good idea at the time, because he made the timeline, that was going to be inside info, into something official. He removed four main games from the timeline (Circle of the Moon, Castlevania Legends and both nintendo 64 games) and he actually give specific reasons for each removal. Castlevania Legends was removed because the game doesn't make sense at the overall plot and, specially (IGA implied that, never trully confirmed) the game implies that Sonia and Alucard had a relationship and their son would be Trevor. Circle of the Moon conflicted with the timeline he wanted to build, alongside the plot having plot holes with what he wanted to create. The same goes for both Nintendo 64 games. 3) IGA said several times that the best game in the series for him is Castlevania 3. Curse of Darkness and Castlevania Judgment added some light to the original Castlevania 3 plot, specifically because Castlevania 3 is IGA's favorite and, if i'm not mistaken, Trevor is IGA's favorite Belmont. 4) IGA's timeline is not a secondary canon. It is the main canon. The old canon is not recognized by Konami since IGA released the timeline, around 2002. (until IGA was removed from the series, at least).
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Post by Pure Miriam on May 27, 2017 2:30:00 GMT -6
Enkeria yeah, my threads are pretty much trivia ha
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Post by Pure Miriam on May 26, 2017 17:31:46 GMT -6
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Post by Pure Miriam on May 26, 2017 3:31:43 GMT -6
Just to illustrate the thread. Bored as hell (hell is boring?) and eager for a discussion, i decided to create a thread talking about numbers. Yeah... Well, to explain a bit, i was looking for some castlevania-related info and i found out some sites with lists showing up how much content each game had. I thought this was interesting and decided to do this thread. The idea is to do a comparison, content-wise, over some interesting data from some Castlevania games (not all of them, mostly the 2d ones) and what we could expect from Bloodstained, content-wise. How many powers, enemies, items, areas and such, some of Castlevania series games had, and what we could expect from Bloodstained to have. I included just the games that i think are more close to what Bloodstained seems to be. Weapons are all equipable weapons of the game. Gear include all equipable defensive gear. Items include healing and usable items, information items and some special items. Enemies include all enemies officially shown at the game's bestiary, including bosses. Bosses are just the number of bosses itself, including bosses that are couples and groups together and other forms. Powers include all powers and combinations the main character has. Game size include map size information (i wasn't able to find how many rooms the other games had, unfortunately). UPDATED: Added Castle size information thanks to ripperYeah... this sounds like a useless thread, i know. I just wanted to discuss something and that is what i came up with. I don't know if anyone will care about it, but, anyways... Here goes: 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: 1890 rooms. HARMONY OF DISSONANCE Weapons (Whip upgrades): 9. Gear (Armor, Cloaks, Head Gear, Hand & Arm Gear, Leg Protection, Accessories): 128. Items: 28. Enemies: 100. Bosses: 21. Powers (Spell Fusion (Spell Books + Subweapons): 30. Game size: 1348 rooms. ARIA OF SORROW Weapons: 60. Gear (Armor, Acessories): 45. Items: 31. Enemies: 112. Bosses: 16. Powers (Souls): 119. Game size: 928 rooms. DAWN OF SORROW Weapons: 76. Gear (Armor, Acessories): 30. Items: 60. Enemies: 116. Bosses: 18. Powers (Souls): 117. Game size: 1023 rooms. ORDER OF ECCLESIA Weapons: --- Gear (Armor, Head gear, Leg protection): 119. Items: 103. Enemies: 121. Bosses: 14. Powers (Glyphs and Glyph Unions): 102. Game size: 1335 rooms.
Another picture just to illustrate the thread. So, considering all that data, there is some interesting numbers we can get from that. In general, Igavania games that are more closely to Bloodstained, none of them was able to get close to 100 weapons. They are all around 60 to 70. Gear, at the other hand, is quite random, since some are smaller than 50, and some goes a bit higher than 100. Items are mostly under 100, with the exception of Order of Ecclesia (that has quest items). All those games had at least 100 enemies. Bosses are almost never beyond 20. most of them are inside the 10's. Powers from the games that you collect powers from enemies, goes from around 70 to over 100. (Order has actually 73 Glyphs. Glyph unions aren't picked from enemies). Some had two castles, some had one castle and "something else". Order had not connected areas and then the castle. IGA has said that the game will be his biggest castle yet, the game will have a forging system (and that requires materials), a quest system, five types of shards... All that can inflate the numbers. We also need to remember that sometimes, quality over quantity is better than quantity over quality (but not always). So, how do you expect the numbers of Bloodstained to be and it's content? Updated with ripper's information regarding castle sizes.
That's all folks!
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Post by Pure Miriam on May 26, 2017 2:28:24 GMT -6
(...) And we haven't got any words on how big this castle is yet, have we? It would be nice to know how much bigger it is from Symphony of the Night. Thats a number I would be interested in knowing, even with 0,05%. The only thing we know for now is that it will be IGA's biggest castle (as the stretch goal says), i even did a thread about it quite some time ago (you even commented on it, i think) and the game will have 1600+ rooms, that was the last official info we got. As a comparison, Symphony's castle has 942 (not counting the inverted one since it is not much more than a mirror). So, doing a little math, that means, at least, 58% bigger.
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Post by Pure Miriam on May 25, 2017 14:15:49 GMT -6
ChucklesTheJester Cernex Oh, yeah? Damn. English is not my native language, i still have a bit of trouble hearing those small detals. Sorry!
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Post by Pure Miriam on May 25, 2017 12:48:22 GMT -6
There is something i was thinking... Let me see if i am right.
Considering Castlevania IGA's timeline, Trevor Belmont was the first man that killed Dracula (Leon never fought against Mathias Cronqvist that turned into Dracula later on), as Dracula impersonated Vlad Tepes III. Trevor got himself some scars from that battle, one at his eye, another at his chest and such. And then, Castlevania: Curse of Darkness happens.
At the teaser, we can hear a female voice (Sypha?) asking, most probably Trevor, "Who are you?". He answers "The man who killed Dracula". Trevor Belmont's design at the teaser shows him as a mature man with a scar at one of his eyes.
IF they are using IGA's timeline as a base (i don't know if they are), shouldn't that mean that, this Castlevania series on Netflix actually happens AFTER Castlevania III?
Also, as a side note, if you look at the scene of Alucard waking up, you can see some weird machinery below his coffin. I'm not implying anything with this detail, other than they may have decided to use some of the atemporal ideas Castlevania always had (the game series always had things that doesn't below to the timeline, like a hot-dog inside a Castle in the XVIII century).
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Post by Pure Miriam on May 25, 2017 3:14:46 GMT -6
This looks honestly amazing. My hype just went to the roof. I hope it's well placed faith. Pure Miriam : Isn't Grant the guy throwing daggers (the one who appears after Dracula)? Doesn't seem like Trevor to me, so I think he's Grant, albeit with a bit of a different design (which would be fine by me, I always thought Grant to be a little out of place from a design standpoint) It isn't, it's Trevor without the fur coat. The shirt and emblem is the same from the japanese official artwork. Look at it and at Trevor's back.
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Post by Pure Miriam on May 25, 2017 2:57:09 GMT -6
I just watched that trailer and i was going to create a thread about it, but purifyweirdshard was faster than me. I loved the trailer. it looks really promising! It is great the Artplay, Mana, IGA, liked it! Now, let me check something: TREVOR BELMONT? CHECK SYPHA BELNADES? CHECK ALUCARD? CHECK DRACULA? CHECK
Where is GRANT DANASTY? Maybe he will not show up at the first season? Or he was adapted out? The first talk about a Castlevania Animation, also based on Castlevania 3, there was this idea of removing Grant from it, simply because the creator at the time disliked the character. I hope that is not the case here.
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Post by Pure Miriam on May 24, 2017 1:42:02 GMT -6
I talked with Mana before at the shout box, and i think a gross paralel can be made with the RPG Maker. For those who don't know it, RPG Maker is a progam that let you create your own 2d RPG, without knowing too much of programming. RPG Maker has something called "Database" where all assets go. Enemies, equipments, skills, characters, tilesets (sets to build maps), items, menu, and basically, the main structure of the game. Most RPG Maker creators, work in the database first, before going to the game. If you simply work at the database and the game (maps and events) at the same time, you lose a ton of time and progress. So, most RPG Maker creators start by creating all the basic items, weapons, armors, calculate the math behind their stats progression and enemies and everything else before even creating the game's first map. It is not the same, but i think this is what Mana is saying. The game systems is a paralel to RPG Maker's Database. You need to have the system ready and, from there, everything becames easier to do. So, it is hard to estimate a game's development when you are at the game system phase, because you normally don't have too much of what the player will actually interact with (maps and events) ready. You are working at the whole background (weapons, enemies, powers and the systems that governs those things) first, to make your own work easier later on. As Mana said, after creating the weapon system, any developer can create a hundred weapons in a flash, because the system to create and use them is ready. And that is the same for items, shards and everything else. Mana even said that the percentage doesn't include materials that are already made, but not in the game yet, exactly as i said about RPG Maker and it's databse. You create 100 weapons on it, and that takes quite a bit of time. Adding them at the game later on is much faster as you progress at the game creation itself. I don' tknow if i am all right too, but i think this is a good paralel.
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Post by Pure Miriam on May 21, 2017 14:16:57 GMT -6
thrashinuva although i think you looked into some details that they probably haven't thought about it, you made really interesting points that could really be true. And that would be awesome.
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Post by Pure Miriam on May 21, 2017 7:08:23 GMT -6
Zangetsu's 3D model Thanks to those two threads Zangetsu's 3D Model revealed! and Iga at BitSummit 2017 we was able to see Zangetsu's 3D model and some bits of information about him. IGA said that Zangetsu was created because he needed more characters, since this is a new game, and also because he wanted a classic japanese character, since none of his games ever had one. He enlightened us with some information about Zangetsu, saying that when demons showed up 10 years ago, he lost a beloved friend to them, alongside his right arm (and one of his eyes, i can guess). So, Zangetsu see anything demon-related as something to be destroyed with no mercy. Considering this new information, i decided to open this thread to make some questions regarding Zangetsu's role in the game. So, here goes: Zangetsu's first concept design. 1) ZANGETSU AS A PLAYABLE CHARACTER
I think this is the first thing many have thought when Zangetsu was first introduced, and many still have that idea. Thanks to a stretch goal from kickstarter, Bloodstained: Ritual of the Night will have three playable characters. One is Miriam. And we don't know who the other two will be. Many speculate that one will be Zangetsu. So, considering this, i ask: What do you think? Do you want Zangetsu as a playable character? If yes, how do you think his gameplay could be?2) ZANGETSU AS A ANTI-HERO BOSS
IGA said that Zangetsu dislike anything demon-related and want to destroy everything and anything that has anything to do with demons. Miriam is a beacon to attract demons, thanks to the magi-curse. So, killing Miriam could help end the demon manifestations on earth? Even if that is not the case, Miriam still has a relationship with the demon world, considering she can even harness their powers as Shards. Zangetsu has a ton of reasons to kill her. In the other hand, Miriam is actively battling them, so, Zangetsu could see her as a unfortunate victmin of this whole mess and decides to help her instead. What do you think? Do you want to see Zangetsu as a Anti-hero Boss at some part of the game? Or you prefer him as a supporter demon hunter? 3) WHO IS ZANGETSU'S BELOVED FRIEND? AND WHAT KILLED HIM/HER?
Zangetsu lost a beloved friend during the demon's first attack 10 years ago. That may not be much, but that can also be much more important than we think. Who is that person? A wanna-be girlfriend/boyfriend? A hunter comrade? And that person will, somehow, show up in the game later on? Maybe as a memory, or as a reincarnated demon for him to slay? Also, who, or what, killed his beloved friend? A random demon? A important Boss we will fight later on? Maybe Gebel himself? What do you think? Who do you think Zangetsu's beloved friend was? And do you think he/she will make a comeback? How?4) ZANGETSU'S TIES TO JAPAN
Why Zangetsu traveled from Japan to Europe? Maybe Zangetsu fought demons in Japan, before they showed up in Europe? Or he is fightning demons since way before that and sensed the danger, traveling to Europe as a result? Maybe, Zangetsu is japanese but he was living in Europe for some reason. Maybe, he has information about something more dangerous and sinister and that could be the reason he was in Europe? What do you think? Zangetsu traveled from Japan to Europe just do slay demons? Or there is something more sinister in place?5) ZANGETSU AS A DEMON HUNTER PATRIARCH OR DESCENDANT
It was said before that Zangetsu is a Demon Hunter. We don't know for how long, since we don't know if there was any demons on earth before their first summoning, 10 years ago. But even so, Zangetsu could fill up a role like Leon from Lamment of Innocence. He could be the patriarch of a line (blood related or not) of Demon Hunters, if Bloodstained became a franchise. People with special powers and techniques to slay demons. While Miriam is a semi-failed experiment from alchemists, Zangetsu is the true Demon Hunter here and he could emulate Belmont's role at the Castlevania series. But something even bigger could be in place. Demons could be something that is being fought for ages and Zangetsu is the current Demon Hunter from a hidden, secret, powerful line of Demon Hunters from the past. What do you think? Zangetsu could be the patriarch for a Demon Hunter family / line of hunters? Or maybe he is the current descendant of a long line of Demon Hunters? That's all folks!
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Pure Miriam
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Post by Pure Miriam on May 21, 2017 2:13:59 GMT -6
FIRST OF ALL, i watched IGA's part at Bitsummit livestream, you can see it here as CastleDan said, at 2:12:00 onwards. And just...look at this Well, now that i showed that, i want to talk about what they talked, not only Zangetsu's 3D model. So, let's get into it: After IGA shows some goods that fangamer is going to be selling (like a t-shirt and stickers and such) they start talking about the game and specially Zangetsu. WHY IS THERE A SAMURAI IN A GOTHIC HORROR GAME?
Ben asks this question, and they start talking about the game. As IGA says that, the game happens in 18th century, England, right at the industrial revolution. 10 years ago, demons showed up and such. And that has absolutely nothing to do with a Samurai or any japanese theme. So, they start to explain what Zangetsu is doing in the game. IGA says that Zangetsu despises all demonic things. If he feels there is a demon nearby, he feels it is his duty, his life objective, to destroy it. When the demons showed up and started to attack years ago, Zangetsu lost a beloved friend, as well as his right arm in the attack. HOW ZANGETSU WAS CREATED?
IGA then says that when you are creating a game that is a sequel from previous ones, you don't really need a large cast of characters, because you already have a base to work on. But with a totally new game / franchise, you need more characters ot add mystery and other elements to the game. IGA gives as a example, the fact that, MAYBE, the bad guy is not who we think he is, and maybe there is something else pulling the strings. So, IGA felt the need to create more characters, instead of the basic three of the kickstarter (the heroine, the supporter and the villian) to fill up more roles. IGA also says that, when they were drawing and creating ideas for different backgrounds for the game, one of them was a Japanese classic temple setting. And the game's director (IGA is the producer) said "You know what? We never had a japanese character in any of our games". And IGA responded "Yeah...we never had any japanese character in our games. That is kinda of strange". And then, they look at each other and said "Well, let's put a japanese character in one of our games!". And, as IGA says, Zangetsu creation is nothing special, they kinda just wanted more characters and wanted to put a japanese character because no Igavania games ever had one. He also said that, when you are creating a game, you may have high-level ideas, plot points and such and sometimes, what you want to do doesn't fit at all. But, when he was thinking about it, IGA realized that having a samurai in the game, actually does fit with a lot of plot-twists he had in mind. It was a happy coincidence because he didn't really planned to add Zangetsu from the start, so, the fact that he fits with what he planned is, as IGA says, almost that "the powers that be" wanted. VOICE RECORDING AND 3D MODEL
IGA also said that they almost finished the japanese voice recording. They can't reveal who the actors are, but he can say that Zangetsu's voice actor is cool and fits perfectly into his role. And he said that during kickstarter, they planned to do something with IGA (i think they are talking about IGA's being a boss, the video had a cut at this point) and he said that he "heard the rumor that his part in the voice acting was finished as well" (probably making a joke, since it is kinda obvious that IGA will dub his own boss). And then, they show up Zangetsu 3D model and talk about it. Part of what they said got cut for unknown reasons, so, we couldn't see much of it.UPDATE: thanks to Yän 's link, i was able to see the rest of it. So, in the end, they do some jokes with IGA being dressed as a Samurai, while wearing a cowboy hat. CLOSING COMMENTS
I really loved Zangetsu's 3D model. He looks so badass, manly and powerful. Great. But actually, i really got interested in the few bits about Zangetsu's backstory. So, he lost a beloved friend and his arm at the demon attack (i think he lost one eye as well, right?). And that made him despide demons in a really hateful level. All that make me think that Zangetsu will be a boss in the game. He will be inside the castle slaying demons AND he will fight Miriam, because anything related to demons must be destroyed. That is his mindset. It is also REALLY suspicious what IGA said, saying that he needed more characters to add mystery, like that "maybe" the real villian is not what we think it is. It almos sounds like he want us to believe that. That's all folks!
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Pure Miriam
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Post by Pure Miriam on May 19, 2017 2:54:23 GMT -6
About transformations, i remember that people asked IGA if the game would have any kind of transformation powers. I think this was asked before the kickstarter has ended and he said that it would depend on how much they would net with resources. He explained briefly that transformation is resource-costly (of course) but he personally likes it so, if he sees a "room" for it, he would like to add it. Now, about how transformations would work in Bloodstained: Ritual of the Night, i personally like the Order of Ecclesia approach, with some of my own ideas: 1) HOW TO OBTAIN TRANSFORMATION POWERS
Shards, of course, that is a given. Considering the Trigger shard is something more instant (like the name implies), the Directional Shard is built around a more gameplay mechanic and gimmick, the Enchant Shard is just a glorified type of equipment and the Familiar Shard is focused on summoning Familiars (captain obvious), i think they could be reserved for Effective Shards, that we don't know how they will work yet. I'm guessing they will be somekind of switch power, like Guardian Souls from the Sorrow series (where you turn on and turn off, like barriers, shields and boosts). So, i think that transformation shards could be at Effective Shard type, randomly dropped from some enemies. 2) HOW THEY WOULD WORK
When you activate a Transformation Shard, Miriam would transform and all her controls would change accordingly, something like Order of Ecclesia. As a example, let's imagine Vepar's Shard is actually a Effective Shard with transformation effect (I would love to see that) called "Vepar Transformation", with the description "transforms into Vepar, the sea monster". So, when you use it, Miriam transforms into a smaller version of Vepar, with a eel-like tail, boucing breasts and greenish color. As Vepar, Miriam would be strong against water-based attacks and weak against fire-based attacks and would fight like this (consider Xbox controller) X: Tentacle attack. Y: Throws a water spray. RT + Right Analog Stick: Attack with a water ray that can be directionally controlled. Effective Control (we don't know yet what it is): turns back. So, when transformed, your weapon is sealed, your armor effects (like resistances) are nulified (but bonuses remains) and all your shards changes to the attacks / gimmicks of the transformation you are using at the moment. By leveling the shard (getting more of the same type / forging / who knows how) your form would evolve, maybe change it's look and increase it's powers. That's how i think transformation shards could work. That's all folks!
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Pure Miriam
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Post by Pure Miriam on May 12, 2017 1:38:19 GMT -6
Lestaroth Yes. The big demonic skull in the middle had a lot of mini skulls around it. I didn't remember if the big skull was something FORMED by the mini skulls (as i said) or not, i made the drawing as if it wasn't. The big skill was linked to the bone disc by flesh (the "veins") and what was spinning was just the outer disc with the "femur like bones" around it. It's attacks (purple / pink lasers) was shot by the big skull. Since Miriam in my dream had a Trigger Shard of shooting big skulls, for some reason, "skull" was a theme on my dream, it seems. I wonder what type and kind of shard a boss like that would give. A simple Trigger one, shooting purple lasers? Maybe a Effective one, breathing the same wind the Boss did with it's spinning disc (that locked you from getting closer), maybe letting you "fly" for a bit (progression ability)? This was quite a interesting dream.
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