Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 15, 2017 18:10:34 GMT -6
Did someone said...Duplicator ? Seriously through, i agree with djtanng , duplication glitch is really bad and it can potentially kill a good gameplay experience. And i partially agree with Mathuser. You really can't blame the developers for abusing a glitch. But you CAN blame them for the glitch EXISTING in the game.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 13, 2017 2:29:32 GMT -6
Yay, Monster Musume! (yeah, i'm a fan of it, watched the anime, reading the manga).
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 11, 2017 15:57:26 GMT -6
Lestaroth , Shard System is still quite nebulous. They basically only said that Morte had no Shard. We speculate, based on that, that not all enemies will have Shards (i don't really believe Morte will be the only one). I'm pretty sure they will show that at the Bestiary somehow. Only enemies with Shard may have the Shard information on them, for instance. It was also said on comments / interviews, that it is probably that Shards will be obtainable through other means, like chests or scenario areas (maybe Demon essence locked or something like that?). Aria of Sorrow / Dawn of Sorrow had that, in the form of the Soul Holders. Objects that had Souls that couldn't materialize into Demons. Aria of Sorrow had a single Soul that had a specific requirement to obtain. Legion Soul. You could only get it if you destroyed all it's body and then kill it's core. Otherwise, the boss would NEVER drop it's soul. Dawn of Sorrow had hidden enemies, that you needed items or souls to make them appear, so you could kill them and farm their soul. Order of Ecclesia, that had a system quite close to that (the Glyph Art) had a interesting take on that. After you kill an enemy, the enemy could show a red or blue triangle vanishing. That means that enemy CAN DROP a Glyph. You just had to kill it again and again until it shows up. Not all enemies had that. Some Glyphs you could obtain when the enemy itself used it's power, manifesting it's on Glyph. And you could obtain Glyphs around the scenario and by breaking statues. So, we are still waiting for the full explaination of the Shard System. All "let's get powers from enemies" Igavanias had several gimmicks alongside that. Obtaining powers from the scenario, by fullfilling certain requirements when killing enemies, hidden demons and such. I'm pretty sure Shard System will have those little things too.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 11, 2017 7:48:07 GMT -6
ChucklesTheJester and Enkeria , about the Shards and the enemies. What we know for now is this: 1) Lesser Demons doesn't have Shards. The update that showed enemies from Minerva, called "meet some Lesser Demons" but they actually just labeled Morte as a Lesser Demon. It's description says this " it doesn't drop any skills. It's a lesser demon, after all...". At the time, they didn't detailed the Shard system yet, we just knew we would get skills/magic from enemies. In the Demo, we can read, when we get the first shard something like "Demon power has been crystalized, it cannot be used by a ordinary person". Considering this info, they are probably classifying some demons as "Lesser Demons" (probably demons that are hard to create powers) and those doesn't have Shards. For now, the only Lesser Demon we know is Morte. Of course, that was a minor information on a update. They may change that later on. 2) Not only Goetia Demons have Shards. Dullahammer is not from Goetia (it is a totally made up demon) and have a Shard. IGA said in the past that he wanted to use all Demons from Goetia, and then said that he would need to use more, they wouldn't be enough (Ars Goetia has 72 demons. Most Igavania games had 100+ enemies). 3) Yes, the Shards doesn't need to be visible. They are pure demon power that crystalizes on the spot after the demon is killed, i think. 4) We don't know officially if Aello and Gieremund are Lesser Demons or not. I HOPE not. It is always fun to speculate what their Shards could be.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 11, 2017 0:49:44 GMT -6
How is the status of Grant Danasty? Rumors are that you despised him as a character, didn't want to use him, or wanted to change his name because it was "silly".
If the series proves to be a sucess, what would be the next Castlevania tittle to be adapted?
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 10, 2017 19:22:58 GMT -6
Great update, as always. The interview with IGA asking questions to Michiru was a nice touch and the enemy designs are interesting. Deep down analysis: MICHIRU'S INTERVIEW
Her process to create music is quite interesting. She looks at the assets, talks with IGA and then, go to the music creator-thingy. When she said "I've got a fresh new outlook on the music, so feel free to go ahead and give me as vague of requests as you'd like." That almost made me laugh, because i can picture IGA showing her a image of a brown dark looking dungeon and saying "this is a cavern. I want a cavern-style music". Or something like that. Congratulations on your 30th year in game music Miss Michiru! And i'm sorry for the lost of your cat. AELLO
"Aello in Greek mythology was one of the Harpy sisters who would abduct people and torture them on their way to Tartarus.It is claimed she is the mother of Achilles's immortal steeds Balius (Balios) and Xanthus (Xanthos) by Zephyrus, but some sources claim it was really her sister Celaeno. " -Wikipedia
I REALLY like Aello's design. Almost all Igavanias have a bird-looking monster and Bloodstained is no exception now. I love how it's fingers are, indeed, quite puffy and it's animation is simply fantastic. It's head seems to have a large bird mouth, permanently open with it's face inside it. Considering they planned it to show up on the ship stage, i can guess it is a low-level enemy, probably at the first castle area. I can guess that, if it has a shard, it is probably something simple as Enchant (increasing INT or something) or Trigger (throwing wind attacks). About the wind element, there has been a discussion if the wind element exists in the game, since it is not a option for the backers that are creating weapons, they can't choose wind-based weapons, as if this element doesn't exist on the game. Maybe Aello's wind attacks are slash based. Or Wind exists, and for some reason, they blocked the weapon-creator-backers from using it for some reason. GIEREMUND
Gieremund seems to be a german beast of some kind. I couldn't find it's exact origin. This one is more classic. A classic wolf/dog/four-legged beast. I love it's bizarre design, but there is not much to say about it. Gieremund seems to fill the basic "we need a dog-like enemy" slot that most Igavania games have. Aello, although also has that role (of filling up the slot of "bird-like" enemy), it has a more unique and interesting design than Gieremund. Don't get me wrong. I liked our large-tongue dog but it is kinda..."basic", compared to Aello. If it has a shard, i can almost bet it will be something like "call Gieremund" and Miriam will summon Gieremunds to run and hit enemies in a straight line, most probably Trigger. Gieremund COULD be a green shard...it would be nice to have that beast as a familiar! CLOSE COMMENTS
Great update! Aboslutely nothing to complain, i think. That's all folks!
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 9, 2017 16:51:13 GMT -6
Cale It was mentioned for the backers that will create weapons for the game, that there are two types of weapons. One, that can be dropped from enemies and such, and a second type, that they are calling "Backer weapon" for now, that are special weapons that can be leveled themselves. The player will be able to have only ONE Backer weapon. You will be able to change it at the shop, but you can never have more than one each time. If i didn't get it wrong.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 9, 2017 14:56:22 GMT -6
BalancedHydra none taken, although i saw that info on other sites too. About the idea as a whole, i think Castlevania III: Dracula's curse is a easy path to choose. My main reason is the number of characters and possibilites of interactions between them. a TV / Netflix series requires a good cast of characters. ALL Igavanias are basically few people, with a single hero killing monsters from the beginning to the end. That really doesn't fit well in a default traditional series. How you would adapt Symphony of the Night? It is basically Alucard, Maria and Richter interacting with each other for few scenes, with Shaft and Dracula two times, at most. You can't do that on TV. It simply doesn't work well. So, Dracula's curse is a good option, because you have several characters that are following the same mission to interact among themselves. And you have a lot of potential lores from several works to play around with, such as: 1) The Belmont family was feared due to their powers, even by the church itself. Trevor, in particular, was a man feared for his prowess. 2) Carmilla secretly exposed Sypha's witch clan or something like that in the past, gotting a lot of witches to the fire of inquisition. 3) Grant was jeaulous of Trevor's relationship with Sypha. He was also known as the fastest man in Vallachia and was a "good robber" that stealed from rich to help the poor. His name will be remembered for several generations thanks to his heroic feats. 4) Alucard is a character everyone loves and you can have him there on Dracula's curse. You can use his familiars and powers for more interaction. Part of what i said above, is based on info from other games (such as Judgement), from official manuals and other official sources. That is a ton of plot you can play around with. If they plan on doing the whole Dracula's curse in only 4 episodes, you have tons of material to work with. If they plan on doing it for two seasons, even better. You simply doesn't have all that in most other games. You would need to create and put fillers inside it to make it better for TV. And we need to remember it is an adaptation. They will probably change things.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 9, 2017 8:38:05 GMT -6
Shankar confirmed it is adult, it is an adaptation of Castlevania III: Dracula's curse and it has at least two seasons confirmed. Origina link: www.ign.com/articles/2017/02/08/netflix-announces-castlevania-animated-seriesRevealing parts
(...) IGN spoke with producer Adi Shankar following the announcement, and he confirmed that the show will indeed be an adaptation of Castlevania III: Dracula's Curse, but could not give further plot details at this time. "This is very much Castlevania done in the vein of Game of Thrones," Shankar said of the project, noting that Warren Ellis, who wrote the series and is on board as a producer, "added so much depth to the material." Dracula's Curse followed Trevor Belmont as he fought to stop Dracula from ravaging Europe in the 1400's. Those fighting with him included Alucard, Dracula's son. "[The series is] going to be R-rated as f***," Shankar said of the series' level of violence, as many entries in Konami's game series were rated M for mature due to blood and violence. Shankar's discussion of the series' more adult aims reconfirms a 2015 interview in which he said the show would be "America's first animated series for adults." At the time, Shankar, who has produced Dredd, The Grey, and more, said Akira, Ghost in the Shell, and Young Justice were among the series inspiring the Castlevania series' art design. (...) Shankar also discussed the project's current state on his Facebook page, saying Season 1 will come this year and that a second season, which was not mentioned in Netflix's announcement, will follow in 2018. Shankar is executive producing alongside Ellis, Kevin Kolde, and Fred Seibert. while Seibert's Frderator Studios is behind the animation
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 9, 2017 6:05:58 GMT -6
No, Lestaroth i do believe there are other ways to balance the game. Not only using the cap (if that's what you meant). Let's take Order of Ecclesia (don't know if you played it). It had a cap of 9, but it had several other healing items (mostly food). Even so, not only they were really hard to find, they were expensive, and you actually needed to unlock them with quests. So, you was limited to a single food item for around 20% of the game until you finally found a guy that gives you the quest to do the basic Potions (Potion and Ether of sorts). And then, you had to find items to finish quests to unlock better potion and food types at the shops. For exorbitant prices considering how much money you could farm. Even if Bloodstained have a 99 item cap, if the healing items are expensive, hard to find, hard to drop and/or it takes a lot of time for the shop to unlock the better types, you will probably struggle to have 99 of any type of them. Also, few Igavania games had healing magic/skills. Those who had, those skills normally were really ankward, consuming or hard to use to be really effective. Also, that is a DEMO, as you said. It may be different in the end, agree with you. They give us weapons, armors and several potions on chests because the demo doesn't have a save room (that heals characters on Igavania games) or shop. So, they gave us several free potions in order for anyone to enjoy the DEMO, see how the game is and be able to finish it. I'm pretty sure the potions availability will be way different in the finished game.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 9, 2017 1:46:42 GMT -6
Talking specifically about potions, i did some other tests on the DEMO, just to verify something. The game may have a 99 item cap. But how much does the potions heal? Some Igavania games had fixed values, while some others had % values. I tested all avaliable potions on the demo, at LV 3 and LV 4 and could confirm that they are not % based, they are fixed. Here are their healing values: potion: +50 HP high potion: +100 HP ether: +20 MP high ether:+50 MP Thanks to a bug, people were able to level grind Miriam on the Demo (you can see that here). There seems to be some conflicting values (which could show a small random number inside leveling stats) but, considering that, her HP and MP values at some levels, are, as follows: Level 15: HP 288 / MP 190 Level 25: HP 408 / MP 270 Level 50: HP 708 / MP 470 Level 99: HP 1296 / MP 862 With that info, we can have some idea of the impact on the game for 99 potions item cap. Even so, if they are hard to find and / or expensive, those things may not matter too much.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 9, 2017 1:16:17 GMT -6
Erotic violence comes to mind... Considering we have naked demons (Succubus, Lilith), vampires having children or turning other's people's children into vampires (Brauner, Stella, Loretta, Dracula itself with Lisa), Dracula's plaything (Carmilla), etc. Castlevania, specially since IGA came in, has quite a lot of sexual imagery. Vampires are seductive creatures by nature on most of these works. If they are aiming for an adult audience, i quite expect to find sex, naked people and maybe erotic violence too. I'm actually surprised that Konami gave the green light for this to happen in the first place... unless it's CV-like rather a straight up CV animation project. I'm actually curious if this animation will cover the Demon Castle War. With Warren writing, it's possible. Consider Konami gave green light for the horrid (in my opinion) Castlevania: Lords of Shadow franchise... I think folks are more concerned about shock value violence, not the violence itself. The almost needless, could have been toned down for same effect, kind of violence. Walking Dead season 7 is a non GoT example of this. We expect violence. Some just don't expect in your face graphic gore violence. Actually, talking from the perspective of someone that read the Walking Dead Comics since before the series existed, they actually toned down half of the violence from the comics. They pratically only got it 100% right on Walking Dead Season 7. But the shock value happened because TV public is way different than comics public. Several things on comics doesn't work well when on TV. And that's one of the examples, i think.
About the adaptation itself, the news are spread out and confusing. I remember too, the whole talk about the animation back in the day. Animation, lots of violence, adult-themed, Castlevania 3... Hard to tell. We need to grab all the info and mix all together to see what comes out of it.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 8, 2017 18:30:14 GMT -6
original link: www.gamespot.com/articles/a-castlevania-tv-show-is-headed-to-netflix-this-ye/1100-6447681/transcription A Castlevania TV Show Is Headed To Netflix This Year
Part 1 of the first season is due out in 2017.
Netflix will release a new TV series based on Castlevania sometime later this year, the company announced today.
Unfortunately, there aren't many official details to be had at this point. As part of a series of announcements it made today, a Netflix press release listed something called Castlevania Season 1, Part 1 as launching in 2017. The team behind it includes Adi Shankar (who was responsible for the excellent 2015 Power Rangers short film) and comic veteran Warren Ellis.
"Inspired by the classic video game series, Castlevania is a dark medieval fantasy following the last surviving member of the disgraced Belmont clan, trying to save Eastern Europe from extinction at the hand of Vlad Dracula Tepe himself," an official description reads. "The animated series is from Frederator Studios, a Wow Unlimited Media company, written by best-selling author and comic book icon Warren Ellis and executive produced by Warren Ellis, Kevin Kolde, Fred Seibert, and Adi Shankar."
This same project was actually hinted at last year. Seibert, a producer on Adventure Time, was a guest on the Nick Animation podcast in December (via Slashfilm). During it, he mentioned that he was at work on something "based on one of the most world-famous video games of the last 30 years." Earlier in the year, Shankar actually said on Facebook that he was working on a Castlevania series with Seibert.
"I'm producing a super-violent Castlevania mini-series with my homies Fred Seibert and Kevin Klonde," Shankar wrote at the time. "It's going to be dark, satirical, and after a decade of propaganda, it will flip the vampire sub-genre on its head."
Given how long Castlevania has been around--it originally debuted in 1986--there has been surprisingly little in the way of non-game adaptations. Konami hasn't announced any new games in the series. The most recent, Lords of Shadow 2, came out nearly three years ago. Meanwhile, Koji Igarashi--the man behind the franchise's most celebrated game, Symphony of the Night--is working on his own spiritual successor, Bloodstained: Ritual of the Night.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 8, 2017 9:26:20 GMT -6
As B: RotN will be my first IGAvania game, are familiars akin to BotW's Wolf Link (basically an AI controlled companion that auto attacks enemies for Miriam)? Well, to give you a easy understanding of it. Familiars are a thing that not all Igavania games had. The ones that had them was: Symphony of the Night, Aria of Sorrow, Dawn of Sorrow, Curse of Darkness and Order of Ecclesia, if i don't forgot anyone. In most games, they acted more or less the same. You summon a creature that floats around close to you and attacks enemies when they want. In some games, familiars did more than that. In Symphony of the Night, the Demon familiar could open a secret passage. A fairy didn't attacked at all, she used health itens on you, using better itens as she leveled up. Curse of Darkness was totally focused on them, they where the character's main source of power, so, the Familiar system was really complex. It was called I.D (Innocent Devil), after finding one of a particular type, you could growth them into several different forms, following evolutionary paths and threes. You could collect crystals to evolve then, different colors for different forms. All enemies could drop crystals, and the color they would drop was dependant on the weapon you was using to kill them (swords dropped red crystals, axes dropped yellow crystals and such). At random times, they could give you an egg to create a new basic-level I.D to growth it on different forms. They had skills you could command and health based on hearts (a common element on Castlevania games), when their health went to 0, they reverted back until you healed them on save points, if i'm not mistaken. It was the most complex Familiar system of all Igavanias, because the whole power of the main character was based on that (and on equipment forging). And for me, it was the best of them all. Lestaroth ! awesome ideas! Although i think most of them are quite too much, most Igavania games didn't had that complexity on familiars, only if they were critical to the plot. That's what you tried to do. It is a good idea. But i don't think they will focus on that.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 8, 2017 3:00:25 GMT -6
i decidet to test the demo, as Yän proposed and, by farming Ethers from Amy, the game indeed has a 99 cap, it seems. I was able to get 10 Ethers. So, it may be lower but, the demo, at least, have 99 item cap.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 5, 2017 10:32:36 GMT -6
Lestaroth and Yän Look, i really think the matters here is about options. I partially agree with both of you. I don't want the game to be uber easy. And i want the game to have options for players that like to take it nice and slow. Order of Ecclesia was , by far, the hardest Igavania game. And even so, it was a good game. Symphony of the night was one of the easiest. And it's a cult classic. So, both sides goes. I do agree with Yän when you say that the other Igavanias improved what SOTN started. That is correct. But i also agree with Lestaroth about the freedom of the gamer to do whateaver he wants to. Personally, i prefer the items cap at 9, but i wouldn't bother if it was 99. I would find the game enjoyable either way, as SOTN and HoD was. SOTN, by the way, as a side note, had a interesting thing that was'nt used much after it. You had to equip the potion at a weapon slot, and then use it on real time. And you had to wait for the visual effect of healing to take place before you finally heal. But as i said.I personally prefer the cap at 9. But if the game would be 99, that would be fine for me either way.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 5, 2017 2:50:55 GMT -6
"Trusting" your players to not use the exploits that you put in your game rather than preventing the exploits in the first place doesn't sound like good game design to me. However, I can get behind the idea of wanting to collect items indefinitely which is why I'm quite fond of the storage-box idea pitched earlier in this thread. So you're calling SOTN bad. I guess you didn't like it. SOTN is not perfect. The huge amout of game-breaking equipment and massive healing itens anyone can easily find, for me, is a problem. (...) Now. . . Not to hijack your thread, but what about the truly most important details? Grimoire, and Bestiary. I didn't ad Grimoire / Bestiary because, for me, that is a given. Bestiary has in all Igavanias since the first one. The other elements i added has been in and out through the series, so, that's why i felt it was more important to discuss them. I really really don't believe they wouldn't put a bestiary in the game. Also, for you, Cale that never saw them. This is how the "revealing breakable walls" looked like in Aria of Sorrow (Dawn of Sorrow and Order of Ecclesia where almost the same thing). In Aria of Sorrow, it was a enchant soul, from the Peeping Eye (the enemy at the picture) (the equivalent of our Enchant Shard). When equipped, you could see a small animation of circles pointing to a breakable wall.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 4, 2017 2:27:02 GMT -6
Yeah, here comes Pure Miriam with yet another thread talking about something because i just can't get enough of doing nothing around the forums We discussed about a lot of things here, mostly gameplay, plot and many other aspects. But i feel we are still lacking to discuss about somethings that, seem as a whole, may be small, but can have a huge impact on the game overall. And i wanted to talk about such things and hear your opinions. ITEMS LIMIT
Symphony of the Night had a limit of 99 items per type. So, you could have 99 potions, 99 high potions, 99 Broadswords and so on. That sure made the game, that is already easy, WAY easier. Some games later, on Aria and beyond, everything was limited to 9. So, you could have only 9 potions, 9 high potions and such. That sure helped to make the games less easier, and, for me, it was a good move. What do you think? Bloodstained: Ritual of the night should have a 99 cap for each item? 9 cap? lower cap? Each item could have it's own cap? (Potion being 9, high potion being 5, max potion being 3, for instance). EXP DEGRADATION
Symphony of the Night and several other Castlevanias had a interesting mechanic, where, when you reached higher levels, the same monsters started to give less and less exp. The exp info on the bestiary was the "optimal" numbers, but as you progress in the game, the exp they give became lower, and lower. So, for instance (made up example) if Zombie was giving 10 EXP when you are at LV1, it starts to give 5 EXP when you are at LV 10, and 1 EXP when you reach LV20+. As far as i know, some games didn't had that. Aria of Sorrow, for instance, the monsters give the same EXP from the beginning to the end, making it easier to grind and to reach max level. What do you think? Bloodstained: Ritual of the night should have EXP degradation to block grinding? Or the EXP should stay constant from the beginning to the end? ALL BREAKABLE WALLS REVEALED
Most Igavania games kept their secrets, as a secret. You really needed to hit every single wall in order to find if they are breakable or not, in order to complete the whole game. Aria of Sorrow, Dawn of Sorrow and Order of Ecclesia, on the other hand, had special equipment /powers that could identify breakable walls. When you entered in a room with a breakable wall, the breakable area had a mark of some kind. What do you think? Bloodstained: Ritual of the night should have equipment /powers to show all breakable walls, or let the secrets, be secrets? JOKES
Almost all Igavania games had some canon jokes of some kind. Hot dogs in a XVIII century castle. A teddybear as a weapon. A enemy that doesn't attack you, it falls in love for you and offers flowers instead. Some people may think those things are fun, but some others think those things break the gothic immersion of the game. What do you think? Bloodstained: Ritual of the night should have some lighthearted jokes or should be more serious? THAT ONE SKILL
Most (if not all) Igavania games had a magic or skill that was way over-the-top in usefulness and strength, being the strongest power of the whole game. Symphony of the Night had Soul Steal. Aria and Down of Sorrow had Minotaur Soul. Order of Ecclesia had the Luminus and Umbra Glyph Union. Although those things were costly, with some grinding and preparation, you could easily use them over and over again to beat almost any challenge of the game, due to how absurdly powerful those things were, being as far as to became kind of a signature move of sorts. What do you think? Bloodstained: Ritual of the night should give Miriam a "super power" that is insanely strong and almost game breaking, or not, making the player have to decide by itself, it's best powers to use at each situation? That's all folks!
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 3, 2017 12:30:29 GMT -6
I didn't expected this thread would have more than one or two repplies ABOUT VEPAR'S GENDER
Vepar, the Goetia Demon is a male. IGA said in a interview, that the upper part is just a decoy. What he said was: "The pretty girl on top of the boss is a decoy, while the bottom half is real creature. It leads you to think the pretty girl’s drowning and then gobbles you up when you get close. It’s kind of like an angler fish’s lantern."So, considering Vepar's massive size, the plot-idea is that, Vepar probably stays underwater with it's female parts out. At distance, inside a boat, one could mistake it for a girl drowning...i think. Considering that, Vepar probably has no gender whatsoever. ABOUT VEPAR IN GENERAL
I was thinking...We waited so much for a new Igavania game. Then kickstarter came. Then we cheered over 5.5 million of money. Then the first screens and then, finally, the demo. We could play a little with the heroine we learned to love. And then... it appears. In all it's glory. That huge, blueish body full of tentacles, big bouncing breasts, algae around it's decoy head, a belly mouth and a menacing scream. And we fought Bloodstained's first Boss. Vepar will turn into a classic igavania boss (like Legion or Giant Bat) just for being the first boss we beat. And for it's fantastically bizarre design. Shame they will change it's color because people complained it looks too over-the-top with the rest of the game. But well, anyways, that doesn't change Vepar's already classic existance
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Feb 3, 2017 3:21:06 GMT -6
Lestaroth I just added there, thanks for the reminder Also, my idea is more to let Vepar be the first boss, AND make it return LATER on in the game. For instance: 1) After beating Vepar, it runs away. You don't get it's Shard. At the end of the first area, the Galleon Minerva hits the Castle's island and it stays there. After some gameplay, you are informed by an NPC / a visual tip / cutscene that "something is wrong with Minerva's wreckage". You return there, only to find out that it's wreckage was invaded by nastier demons. As you enter, the layout is a little different, with broken areas, mangled with the island's scenario to make it a different place. At the end of the Minerva's wreckage scenario, you fight against a much stronger and powerful version of Vepar and then you FINALLY kill it for good and get it's Shard, that has a power required to progress in the game. (Maybe a Enchant Shard (or a sixth shard type we don't know yet) that let Miriam swim, to enter in water areas of the Castle, or something else. 2) Same as above, but instead of returning to Minerva's wreckage, Vepar invaded the castle somewhere else and you need to beat it for good inside the castle. Those are my humble ideas
|
|