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Post by Pure Miriam on Oct 3, 2016 1:52:05 GMT -6
My reception to the return of command inputs was not very positive I have to say, though there are a lot of ways this could go and I'll outline my thoughts on each. 1. Special Command spells on top of the Shard System. This is the one I'm the most adverse too. There's just so little I could see working as an additional command that isnt just a shard, and it makes me fearful of "feature overload". Now, if the commands were explicitly for big badass ultimate moves, and not basic spells, I would not be adverse to that. But don't tell me to make a Hadoken for a fireball. Just make that a bullet shard and be done with it. I know some people want as many spells on hand as conceivably possible, but I'm not one of them. (...) I agree with you. The Shard system is a robust magic system, based on Soul Dominance (aria/Dawn of Sorrow) and Glyph Art (Order of Ecclesia). The Shard system alone should be enough to cover almost all possibilites on spells and powers. Adding command inputs can make everything a little redundant and overloaded with useless powers. I'm not against command input, but i think they should be more reserved to basic weapon specials. (...) 2. The Special Commands are not separate, and there are simply powerful shards that require inputs to use. I could see this working just fine, and would not have a problem with them. If I equip Gebel's shard and input a command to use his big ultimate move, that would be cool. (...) I think that wouldn't be very good. I mean, you need to: 1) equip a particular Shard 2) figure out that it has a input 3) make a input with that particular shard equipped. It sounds a little too overwhelming for a gameplay that tries to be simple and intuitive. But it could work, yeah. (...) 3. The Special Inputs are for weapon moves, not spells at all. Again, I would not be adverse to having a simple command execution for say, a huge greatsword slam, or a cool AOE whip spin. That would add a fun new dimension to the core combat without destroying it like a full combo system would. (...) I agree with you tottaly. (...) 4. They take a page from Ricther and Jonathan, giving Miriam command-input martial moves. If they want to give us strong boot-options and commands to turn Miriam into a Gothic Lolita Kenshiro, I'm all on board for that. Above all else I want them to actually be useful and strong. I'm just not on board with the idea of "having Tetra Spirit just to have is fine because its cool". That's what i said before. Alucard had a whole bunch of totally useless spells. Shard System has a big potential of having a lot of useless magic too, but i can acept that due to the huge diversity and variety that this sytem can offer. That is not the case for inputs, so, having useless spells on inputs, with the useless magic that is bound to exist on the Shard System...That is not a good idea either.
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Post by Pure Miriam on Oct 1, 2016 8:05:47 GMT -6
I admit I have never played Aria of Sorrow. I hope utility isn't a predilection... I always choose utility over cool attacks. Restrictions like that seem silly to me. Let me explain How Aria of Sorrow System works, just because i really like it and i had nothing to post ARIA OF SORROW SYSTEM
Aria of Sorrow magic system is Called Soul Dominance System. Soma Cruz can harness the souls of the demons he kills, and you can use those souls as powers. There was four types of souls: Bullet (UP + Attack), Guardian (Left Shoulder button), Enchant (auto-effect while equipped) and Ability (different inputs for different abilities). All enemies of the whole game, (excluding humans and the final boss) had souls you could collect. Each enemy had a % rate of dropping that souls (ranging from easier, like 5, 10%, to real hard, like 0,5%) with any bosses that were one-time enemies being 100% excluding one that required a special way of fightning to get it (Legion, you needed to destroy all it's parts, than it's core). Most souls had something to do with the enemy itself, from using their powers, to granting boosts, to summoning a minor familiar version, to transformation. Most progression abilities (double jump, slide, high jump, see-through a time-stop magic from a enemy that blocked you to enter on a certain place...) was into Ability Souls. Dawn of Sorrow had the same system, plus Souls could evolve by collecting more of the same type (but not all). The Shard System uses the same colors and the same general idea of collecting "something" from enemies and use that as powers for the main character. That concept was made on Aria of Sorrow and IGA reused it on Dawn of Sorrow and Order of Ecclesia (with some differences). IGA said on interviews before, that Soul Dominance was the best magic system his team ever made, on his opinion, and that he wanted to use it again, that's why he used on Dawn and made a altered version on Order and now. ABOUT UTILITY AND COOLNESS
I don't know if i understood what you mean by that, but generally speaking, Aria/Dawn powers could be summarized like that. There was a lot of Souls that were plain useless AND not cool either and some that were really useful. And not all of them were really cool-looking. I never forget the Nightmare soul (Soma throws a flying dark Horse at the enemy). Odd-looking, but damn powerful. Or Lightning Doll Soul (Soma discharges thunderbolts from his hands) that were both cool-looking and useful. Or the Ghost soul (You could control Soma's Ghost, a small ball, to fly around and look around the castle unharmed, with really small distance from his body) that were both not cool and utterly useless.
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Post by Pure Miriam on Sept 30, 2016 1:49:41 GMT -6
What purifyweirdshard said is something i was going to say myself. The "Seventh" ability, based on Azure game, could clearly be used for that purpose. They never said that those other magic showed on that old update was also going to not be demonic, but they could work somehow. Now, i want o add my two cents on the whole input discussion and suggestion, now that IGA confirmed. My personal opinions on how that system could potentially work. THE INPUT COMMANDS MUST BE USEFUL POWERS
Let's be real. From all the 8 dark magic Alucard had, only TWO were really useful (Dark Metamorphosis and Soul Steal). Generally speaking, Alucard's magic was really weak, and anything you could do with, you could do much easily with sub-weapons and weapon attacks. That is not truth to secondary characters, like Richter nad Maxim, but because they were limited on their gameplay, so, their skills was useful. This is the first time that a Igavania game will have a character with a huge magic selection, with Miriam and her Shards, and will also have special commands and inputs. I think the input for weapons is almost mandatory, but regarding Miriam's inputs, those powers must be somehow useful, or they will be just a extra, useless thing. MIRIAM'S FLOWER CRYSTAL ON HER BACK MUST BE USED FOR THIS
I'm hoping that Miriam's flower crystal on her back is not just to show up. Now that input commands is a reality, that flower must be used for that. Voltic Chairs showing up from her back, Crystal wings being formed by it's petals and such. I didn't had much to add, but those are my opinions for now =)
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Post by Pure Miriam on Sept 26, 2016 17:55:19 GMT -6
Interesting and quite revealing interview! Heres what i thought of it, the parts that interested me more:
"I don’t know how I will be able to meet everyone’s high expectation but I will do my best at what I could do right now."
You will not IGA. Simply as that. It is impossible to meet everyone's high expectation. But you will met most of it, i'm sure. This game is being UBER hyped by fans and i doubt there will not be some people really thinking badly of it, even if the game is considered a masterpiece. That's just how things are.
"players will not be able to equip two separate weapons. Weapons will only use one slot for both arms." Dual welding is not something essential for me and i think a Igavania can have that, but doesn't need that at all. But i can't say it is not a bummer because there are two slots on weapons, so, anyone (including me) could think that the game would be dual welding, due to that and due to the Destructoid Artwork too. That is a small bummer on a plausible expectation, but it begs the question of what that slot is there for? Shields? a special unique shard? Some kind of add-on alchecmy item?
"This time we are using what we call a directional system where players will be able to choose the direction of the casted shard. Different kinds of gimmicks will be made around it."
Directional Shard is one of five Shard types, but it seems that it is the main, leading type to focus the game's development. That sounds like Magnes Glyph from Order of Ecclesia, the first Red Glyph you get, that you use from the beginning to the end to swing around. So, directing the Shard is one of the main things on the game...interesting. I can guess that many puzzles and areas will require specific Shards on the Direction Type to walk on or maneuver.
"Double jump and other similar abilities will be available through shards."
For that to happen, there must be a sixth type of Shard, because all shards are equippable and all Igavanias, those abilities were relics, ability souls and things like that, that could be kept ON and OFF on a separate place. None of the main five types can work like that, as the game is now. So, i guess there is some kind of "Skill" or "Ability Shard" type that will have a separate menu or something.
"Yes, we are planning to add special input combos for special attacks."
That's a surprise for me. I really didn't expect that Bloodstained could have that. So, Miriam will have special moves? That reminds me of a doubt i had, when they talked about some magic the game will have and they added Voltic Chain, saying it was a "Seventh" ability, not a demonic one. A huge nod to Azure Striker, from the same developer, but now, i start to think if those "Seventh" abilities, that the game may have, will not be linked to special imput combos or something like that. And that also adds more to my mind, as if weapons will have special attacks with imputs too.
That's all folks!
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Post by Pure Miriam on Sept 25, 2016 3:04:48 GMT -6
At the update, it was said that they have a tentative plan of where each song will fit in the game, but that can change before the final release. Even songs we already know where will be, can change as well right? So, considering this, here's my personal speculations of where each music will or could fit in the game: THEME OF BLOODSTAINED
Considering that this was the first song we heard, and how the Demo used it, it is hard to not think of anything else rather than the Title Screen music. But it could also be used as the Introductory Text that most Igavanias had, that explains the plot a bit after starting a new game. VOYAGE OF PROMISE
I don't think they will change this music from the Galleon Minerva, since it fits there so well. But considering how it is played, it could also work on Castle Second or Third Area, like Marble Gallery on SOTN. It has the start an adventure vibe on it, as Miss Michiru said. HOLY WISDOM
I think anyone can agree that this is just the perfect music for the mandatory Chapel or Church, or any kind of Holy Ground Structure. But this piece could also work really well as background music for a Ghostly Theater, a earier Music room with a gigantic organ and a female soprano ghost singing in the background would be so awesome... LUXURIOUS OVERTURE
Miss Michiru, with her description, kinda give us that this will be Castle Entrance music, the music that is also normally considered to be the Protagonist's theme, so, we could guess that this piece could be Miriam's Theme? It certainly fits her, due to how beautiful it is and Michiru said herself that the music tries sympathizes with Miriam's sad and cruel fate. i'm the only one that thinks this music could also fit on a Clock Tower scenario? Not much as the other options, but it could also be used on something like that. CLOSING COMMENTS
Does anyone remembers those sheets of artwork that they showed us long time ago? Some of what Miss Michru said, specially for Luxurious Overture, can be seen there. Take a look:
We can see the fountain right there, and some of the sparkly decoration on other pictures (but no chandelier, as far as i can see). We can also see something that looks like a huge stained glass that could be on a Chapel / Church of some sort and a Huge blue globe inside something that can be a theater or library, among other things like a Clock Tower, a Bridge, the initial Galleon Minerva design, something that looks like a village and such. So, the two new songs can be bound to some of those artworks. That's all folks!
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Post by Pure Miriam on Sept 24, 2016 16:44:08 GMT -6
And Update 44 is on! Okey, new musics for us! I'm going to go right into analyzing stuff:
THEME OF BLOODSTAINED
We heard this one before. It is interesting to know that Michiru created this piece to provide a music for the Kickstarter campaign and IGA actually influenced her with the video. That's really curious, considering she probably didn't even know where this music would be used. It is most probably that it will stay as the game's main screen song and i love Theme of Bloodstained, it fits so well with the overall idea of the game!
VOYAGE OF PROMISE
Galleon Music we already learned to love. I like this song because it is kinda upbeat on a sweet way. It has a HUGE Igavania feel on it and i think everyone agrees that this music has the feeling of the start of an adventure, like Miss Michiru said.
HOLY WISDOM
Michiru only says that the reference material is "a beautiful place". Considering how epic this song is, it really looks like it could be used on a church, a library or some kind of earie place, even more with the pipe organ and soprano vocal. What a great masterpiece.
LUXURIOUS OVERTURE
This track was included by mistaken at the Demo files, but that was forbidden to be said until now (i hope). So, some people (including me) already listened to it and it is a GREAT track. it's so beautiful and fantastic, and when the flute goes in, it touches you deeply. Michiru talks about " the fountain, the chandelier, and all the sparkly decoration", damn, what a gorgeous gothic place that will be!
CLOSING COMMENTS
Happy birthday Miss Michiru! And thanks for showing that great talent for us.
Bloodstained is on really good hands!
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Post by Pure Miriam on Sept 13, 2016 1:43:05 GMT -6
(...) I just had a insight of why they postponed the game's release. Mana recently said that it was going to take the recent feedback on the demo to sent it to the developers. The Demo's official post had A LOT of things there. If they actually listened to everything, it is most probably that they need to do some rebuilt on the game, to meet the demo's feedback. So, it makes sense to postpone the game's release to better match what was said on the demo's feedback. Of course that is not the only reason, but i firmly believe that has something to do with it too. There were a lot of basic bugs that need to be fixed. Right now the newer feedback is on hold due to the changes made in the main development team. Our plan right now is to keep every asset that we can use and maintain the E3 demo quality in terms of visual and basic control. Thank you for that answer Mana ! And i'm glad that the demo quality in terms of visual and basic control will be maintained. That is a real relief for me and for most of us, i'm sure.
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Post by Pure Miriam on Sept 12, 2016 12:46:25 GMT -6
Heh, another shard thread. PM, you sure do like drafting threads about these things... That input column... *heavy breathing* There's room for some directional inputs in there, Mr. Iga-sama, sir... D:? All threads i tried died without almost no discussion As usual Pure, thorough as ever Now for my opinion: I think the "Quality" refers to rarity... I only say this because of the stars next to the word. Atars are usually used to show how rare a soul was in AoS and DoS. What is the quality for Amy? I don't remember, and i don't feel like trying to get that damn 1% Shard just to look at that.
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Post by Pure Miriam on Sept 12, 2016 4:04:23 GMT -6
In the past, i did some threads talking specific things about the Shard Sytem. I think the time has come [epic music on the background] for us to discuss the system more deeply. For that, i wanted to do some comments and talk about what i think and questions i would like to see answered. Some of those questions i did before, and i want to do it again, get over it. MORTE HAS NO SHARD
It was said that, because Morte is a lesser demon, he has no shard. Considering what the Demo tells us, Shards are demon power crystalized, so, we can assume that this is a natural phemonenon of summoning a demon but Morte is so weak that his power can't be cristalized. That surely means that there will be more more like that. A category of Lesser Demons, that are too weak to cristalize their powers into Shards. What do you think of it? All demons should have shards or, it is a good thing that Morte and Lesser Demons has no shard? THE MISTERY ABOUT EFFECTIVE SHARD TYPE
All we know about Effective is it's name and color. What is the Effective Shard Type? How it will work? What command we will use to activate it? What kind of powers it will had? It will work like Guardian Soul From Aria/Dawn of Dorrow (Holding a shoulder button to activate it or use it)? THE MYSTERY ABOUT SHARD DATA ON MENU
Using Cerulean Splash as an example, we can see, on the menu, a lot of information about the Shard, that raises a lot of questions: Level: Shards will have fixed different levels? Or we will be able to level them? How? By getting more Shards? With alchemy? Imput: that info is there just to always remind the player how to use that Shard? Or maybe, some shards inside the same type will have different imputs? Type: damage type. Maybe there will be shards with more than one type? Power: general magic strength, most probably. We can change that power somehow? Maybe by leveling up the Shard, or Miriam itself? MP Cost: MP cost can be downgraded, or raised somehow? Quality: each Shard has a fixed quality, or that can be increased ? BOSSES SHARDS
On Aria of Sorrow, most Bosses had simply souls as powers. On Dawn of Sorrow, most bosses had souls that was useful to traverse the Castle, as away to lock the player's progress until the player beats the boss. What do you think Bloodstained: Ritual of the Night should do? We can assume that one-time Bosses will most probably automatically give their Shards, but you think Bloodstained Bosses could have common powers as Shards, or most of their Shards could be traversing abilities (like double jump and such) as a way to lock player's progress until bosses are defeated? HOW FAMILIARS WILL WORK?
We all know the game will have Familiars (dev team already said that the Familir name is a typo). How they will work? We will summon then and that's it? They will lave LV like other Shards and will level up? IF they level up, how this wil happen? Getting more Shards? Some alchemy system? They will have LV and EXP like Symphony of the Night? You think Familiars should be more interactive, like, Miriam could talk to them or something like that?
That's all folks!
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Post by Pure Miriam on Sept 10, 2016 9:51:10 GMT -6
That would actually be unfortunate because some of the feedback goes against what igavanias are known for. Like some people asking her to be faster. She's the perfect speed for the beginning of the game I'm not saying they will acept everything that the feedback had. I'm saying that they will listen to what people said on the Demo feedback and will react accordingly. IGA already said that he is open for opinions, discussions and new ideas, but that, in the end, the game will be based around his own, personal vision and that he really thinks that this is what most fans and backers want. I think we don't need to worry about this. They will listen and will surely do some small changes on the game regarding the feedback, but nothing more than that. Even so, that requires more time to implement, wich also makes sense for the postponed release.
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Post by Pure Miriam on Sept 10, 2016 2:03:43 GMT -6
[there was another post of mine here, i deleted due to something more important that came into my mind]I just had a insight of why they postponed the game's release. Mana recently said that it was going to take the recent feedback on the demo to sent it to the developers. The Demo's official post had A LOT of things there. If they actually listened to everything, it is most probably that they need to do some rebuilt on the game, to meet the demo's feedback. So, it makes sense to postpone the game's release to better match what was said on the demo's feedback. Of course that is not the only reason, but i firmly believe that has something to do with it too.
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Post by Pure Miriam on Sept 9, 2016 3:13:42 GMT -6
I want Mana to deliver my voice and everyone else's voice to IGA and his team. Like i did before, i'm going to "analyze" the Bloodstained: Ritual of the Night update, even if it is just a bit of really important information. Analyzing this Update by what IGA said: "I'VE REALIZED THAT AT THIS RATE THE GAME MAY NOT END UP MEETING MY QUALITY STANDARDS"
This is important. Iga is not saying "team's quality standards". He is saying HIS quality standards. I remember, in the past, how IGA said, on a really delicate and polite way, that he wasn't awesomenly happy with how Dracula X Chronicles (the 2.5D version) ended and he said the same thing about Castlevania Judgment. In the way past, IGA already said that Symphony of the Night, the game were he was production assistant, not producer, and writer, would have much more dialogue that had to be cut and he showed a little disappointemnt on this. All that shows that IGA is quite the perfectionist and i honestly think that the team was doing their best to release the game at the date they estimated, but IGA, he and he alone, maybe with two or three, just decided this because the game must be his magnum opus, as he already said. The guy is perfectionist. We can all assume that. "I'VE DECIDED TO ADD A NEW DEVELOPMENT TEAM TO THE MAIN PRODUCTION AND IMPROVE OUR APPROACH"
That took me by surprise. Adding a whole new development team to the main production, and considering that this was his decision, means, again, what i said above. I honestly think they would manage to do a great game at the deadline, but IGA just felt it wasn't going to be ALL that he wanted. New deadline AND a whole new development team means a much bigger window to work for, wich is great. And that is not small talk, because he actually said we will know more about this soon. "WHILE THE RELEASE DATE IS NOT YET SET IN STONE, WE'RE AIMING FOR THE FIRST HALF OF 2018"
I think it is safe to assume we all expected that. Kickstarter does require a release date, even if its just a estimate, and, we must remember something really important. When the game was annouced, they had 1 goal and 4 stretch goals. Everything was funded in 4 hours and they had to made up 24 more stretch goals, including things that are really time consuming, such as other plataforms, a prequel minigame, other characters and the promise that the game will be the biggest Castle IGA ever did, already confirmed to be at least 1600 rooms, wich 150% bigger than the original Symphony of the Night Castle, without including a possible second Castle or something of the sort that the game may also have. As it was already said by Fangamer Steve in the past, as XombieMike showed us, more money does not translate to less time. WE are the responsible, in a way, for making the game so much bigger than it was going to be. That extra time is needed. "HOWEVER, I'D LIKE TO EMPHASIZE THAT I MADE THIS DECISION TO ABSOLUTELY GUARANTEE THE GAME IS DONE RIGHT THE FIRST TIME."
That is MUCH more important than we think. I think we all know what is happening at the gaming industry nowadays. A game is released, a one-day-Gigs-huge-patch is released to fix all the problems they knew the game had, and during 3 to 4 months, new patches are released to fix problems they don't knew they had. IGA doesn't want that. The guy said it right there "the game is done right the first time". That means not only he wants the game to be released in a good state, even if it takes more time for that, but he also said there that they don't want the game to be released, just to require a bunch of patches and fixes later on, because they needed to rush everything due to the timeline. CLOSING COMMENTS
I have absolute confidence on the team and on IGA in particular, that they are doing the right thing. Of course it is a little bummer to have to wait more, but that wait will be rewarded for sure. IGA is doing the best he can, the team is working hard and t hey let us know in a huge advance about all of that. Also, it is great to know that the next update will be soon and that it will feature some songs and commentary from Michiru Yamane! I hope they include the music-that-can't-be-mentioned that was mistankely forgot inside the Demo. You BET IGA. I'm sure i can say for everyone else, that we will continue to support you to our best content. You and your team, take the time you need to deliver us your magnum opus.
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Post by Pure Miriam on Sept 2, 2016 2:31:29 GMT -6
IGA has said in interviews that it is most probably that Bloodstained: Ritual of the Night will have a Quest system but we don't know yet how that will work. The only Igavania games that had quests, was Castlevania: Portrait of Ruin and Castlevania: Order of Ecclesia. That begs the questions and discussions. So, let's discuss them!
BLOODSTAINED: RITUAL OF THE NIGHT NEEDS A QUEST SYSTEM?
After all, maybe the game doesn't need it right? Symphony of the Night did great without it, as such a lot of other games.
WHO DO YOU WANT TO GIVE QUESTS TO MIRIAM?
Johannes. Zengetsu? Other new character? A bunch of different people?
HOW KINDS OF QUESTS YOU WANT THE GAME TO HAVE?
Some easy-to-do quests include: kill X number of enemies. Find X item. Do a specific power. Reach a specific area. Get a specific number of itens or gold, among other things.
WHAT KIND OF PRIZES YOU THINK QUESTS COULD GIVE?
Exp? Gold? Exclsuive Weapons, armor, accesories not found anywhere else? Rare or exclusive forging materials? Shards? Acess to hidden areas?
WHAT DO YOU THINK ABOUT CONTINUOUS / UNLIMITED QUESTS?
Like, kill X numbers of enemies will always render something from a quest giver. Or a random quest generator of sorts.
That's all folks!
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Post by Pure Miriam on Aug 15, 2016 1:52:49 GMT -6
I hope IGA's game will not have combo attacks. I am sure the most of us who backed the project like the fighting system that was used previously in 2D Castlevania games that IGA made. As for your brother's feedback on the boss, I agree very much. Yeah, I DON'T agree with him on Vepar at all. But i already said that. The only problem i see on Vepar is that it's too easy, even for a first boss. The creature is huge and menacing and you beat it too easily. O hope it returns for you to fight it again later. But i like Vepar's looks, appearance and colors and see absolutely no problem with those things. But...that's me
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Post by Pure Miriam on Aug 13, 2016 13:29:45 GMT -6
Since Mana is going to make a pick-up of the Demo feedback again, i decided to ask my older brother to play Bloodstained: Ritual of the Night. My older brother is a gamer like us, but he is more lean towards fightning games. Even so, he played Castlevanias in the past, but very few (Symphony of the Night and Circle of the Moon only, if i'm not mistaken). So, he is a more "clean of influence" player tha most of us. I made him play the Demo, with no instructions, from the beginning to the end, to get his feedback. I don't agree with some of the things he said, but i'm going to post here what he said for a constructive feedback. Here's what he said: GRAPHICS, MUSIC AND ANIMATION "The graphics are really good and detailed. Animations are sharp and beautiful, and most models are fine. Head Flail Shard has a ugly and odd animation, through, it diappears on thin air after usage. The music is the high-Castlevania music quality expected."GAMEPLAY "Miriam feels to slow and heavy, and floaty at the same time. She moves on a too slow pace and her attacks are also slow. I got used after a while, and the gameplay is fun, but it feels too slow. I also think the game lacks a combo system. Each weapon and form of attack having a single attack is too lazy nowadays, it doesn't matter if this game is a comeback to Castlevania-style gaming. "ENEMIES AND BOSS
"The enemies are great looking and fun to fight against, with a balanced pace. The Boss, however is too easy, even for a first-boss. Vepar's big breasts are completely unecessary. They aren't pretty, sexy or grotesque. They are just plain weird and should have no reason to be there. Vepar's colors are also weird. Nothing really bad, but plain weird."Well, that's my brother's feedback!
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Post by Pure Miriam on Aug 13, 2016 3:14:31 GMT -6
Illustrative picture As we all seen, Bloodstained: Ritual of the Night Demo presented us with chests containing itens. This is not a new idea on Castlevania series and on Igavania series as a whole, with varying usages. I want to open a discussion about how Chests could work on the game, and how they worked before. Order of Ecclesia can be used as an example, since part of Bloodstained is based on that game. HOW CHESTS WORKED ON CASTLEVANIA: ORDER OF ECCLESIA Wooden Chest: respawed when re-entering the area. Had random common itens and 10% chance of being replaced by Green Chest. Green Chest: respawed when re-entering the area by replacing wooden chests (10% chances, as i said). Had random rare itens. Red Chest: these chests were fixed at specific locations with equipments or power ups (like Max HP up and such) and never respawed, remaining open. Blue Chest: exatly like Red chests, blue chests had specific itens and they never respawed, remaining open and they were ultra-secret. You needed to crouch on a specific place to make it appear, or beat a boss without taking damage. Golden Chest: rarest chest type, the game had only three, and each one had a relic, a magical item that gave your character special progression abilities. Also, wooden and green chests had a pre-made set of random itens at each map, since 60% of Order of Ecclesia is played outside the castle. So, at a forest, wooden chests and green chests could only give specific itens at random, while at a Haunted house, they had a different set, and so on, forcing the player to re-play the same areas coutless times, if the player wanted some specific item only found at a specific type of chest at a specific location. WHAT KIND OF CHESTS BLOODSTAINED: RITUAL OF THE NIGHT DEMO HAD AND WHAT THEIR TYPES WERE Wooden Chest: Potion, Ether, Leather Breastplate, High Potion, High Ether Green Chest: Long sword, Headband, Kung-fu Shoes, Ring. WHAT WE CAN LEARN FROM THIS
At first, we can say that Wooden chests will contain, mostly consumables, like potions, probably "common itens", but there is a Wooden Chest with a Leather Breastplate, so, that breaks the line of thought. All Green Chests had equipment. I have a suggestion i wanna give to open-up the discussion: MY SUGGESTION ON HOW CHESTS COULD WORK AT BLOODSTAINED: RITUAL OF THE NIGHT
Bloodstained: Ritual of the Night will be a game with a single, huge castle, not separate areas. Even so, the game CAN have chests giving random itens and respawing and i think Order of Ecclesia system could work wonders to increase the game's length, even if it sounds like copying and pasting the same idea. Maybe each chest can respawn after the player leaves the area and stays out of there for a random amout of time between 1~5 minutes or something like that. Bloodstained could have 4 types of chests, as follows: Wooden Chest: gives random common consumable itens (forging materials, quest itens and potions that can be bought at game shop or found at enemy drops) from a pre-made list of that area. All "chest spots" at the game (excluding Crystal, see below) are wooden by default, and had chances to turn into green chest when the player enters at an area. Green Chest: gives random random rare consumable itens (forging materials, quest itens and potions that CAN'T be bought at game shop and are rare enemy drops) from a pre-made list of that area. Wooden chests have 20% chance of turning into Green Chests when the player enters at the area. Blue Chest: gives one-time fixed itens. They are mostly hidden. Do not respawn. Crystalized Chest: a chest inside a crystal pillar, or crystalized on some stylish way. It must be broken and it contains a Shard. Do not respawn. (Plot idea: the alchemist guild forged Shards based on demon's powers, and those Shards can be found at crystalized chests, since Gebel's Castle was raised where the guild was). CLOSING COMMENTS AND QUESTIONS
So, i want to know from our great Bloodstained community: HOW CHESTS COULD WORK AT BLOODSTAINED: RITUAL OF THE NIGHT? HAVE ANY OTHER GOOD IDEA? THE GAME EVEN NEEDS CHESTS OR THEY COULD BE REMOVED ENTIRELY?That's all folks! A side note: take a look also at my other thread: A discussion about the future in-game Shop
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Post by Pure Miriam on Aug 13, 2016 3:14:02 GMT -6
Illustrative picture I had a very old topic questioning if Bloodstained needed a shop. After the demo was out, that question was answered, since the game will have gold and so, it will have a Shop (thankfully!), now, it is time to discuss that again, on a deeper tone. Shops existed before IGA worked on Castlevania (a good example would be Castlevania II: Simon's quest) but since Bloodstained: Ritual of the Night is a Igavania game, it is good to use only his games for a good comparision. HOW SHOPS WORKED AT IGAVANIA GAMES ON THE PAST
In general, most Igavania games had shops that evolved with time. So, as you keep progressing at the game, the shop had more itens to sell. Some games also had a special one-kind overpowered item wich a huge, exorbitant cost (300.000 to 500.000) like a overpowered weapon, a item that rendered consumables infinite, or that increased the chance to drop enemies powers and such. Since Bloodstained will have forging and quests, this adds a new layer of discussion and consideration about how the game shop will work, wich adds to my next topic: HOW SHOPS COULD WORK AT BLOODSTAINED: RITUAL OF THE NIGHT?
And we got to the main topic of this thread. The main questions are: 1) WHO DO YOU WANT TO BE THE SHOPKEEPER?
Johannes? Zangetsu? A totally new character? A bunch of different people? 2) DO YOU THINK THE SHOP NEEDS TO SELL FORGING MATERIALS, OR THEY MUST BE KEPT AS DROPS, CHESTS AND HIDDEN AREAS?
Forging materials are a must thing on the game, so, that's a important thing to consider. 3) IN-GAME SHOP MUST BE CONFINED ON A SINGLE PLACE AT THE CASTLE, OR THE SHOPKEEPER COULD BE A WANDERER, BEING FOUND AT FIXED AREAS AROUND THE CASTLE?
It could be at random areas too! 4) SINCE THE GAME HAVE A FORGING THEME, DO YOU THINK THAT THE SHOP MUST SELL WEAPONS, OR THOSE MUST BE EXCLUSIVE TO BE FOUND AND FORGED?
Again, forging is a very important aspect of the game. Putting lots of weapons at the shop may render forging useless or secondary. But not putting any is a good idea? 5) DO YOU THINK THE SHOP NEEDS A ONE-KIND OVERPOWERED EXORBITANT COST ITEM? WHAT THAT ITEM COULD BE?
Increase Shard drop chance? Rare drop chance? Cut MP usage by half? Any other idea? That's all folks! A side note: take a look also at my other thread: A discussion about Treasure Chests
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Post by Pure Miriam on Aug 11, 2016 2:25:31 GMT -6
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Post by Pure Miriam on Aug 10, 2016 16:37:47 GMT -6
Okey, here's a little suggestion - fun thread i just made up. At old updates, we saw some enemies and a boss and the shard system wasn't showed up yet. So, i want you guys to give ideas on what TYPE of Shard each one of those enemies could have! So, at your answers, do something like this: ASTAROT: Triggger Shard => Fire Ball. Throws a fireball at the enemy. Okey? Just for pure fun! I added Vepar too, since we can't see what her Shard is at the Demo. You can create more than one shard per enemy if you want (although the game will have only one per enemy). Shard Types TRIGGER: Press Y to use. EFFECTIVE: Not showed on demo. Unknown at the moment. DIRECTIONAL: Aim with the right analog stick and press RT. ENCHANT: Passive effect while equipped. FAMILIAR: Not showed on demo. It must probably summons familiars. ASTAROT The 29th demon in the Lesser Key of Solomon. Covered in a gigantic dragon, he holds a poisonous snake in his right hand. Of all the wandering demons in the castle, Astarot is particularly strong. His powerful fire attack is said to have developed from his study of dragons.MAFEIUS
The 39th demon, said to appear with the body of a crow. This particular demon does not possess a lot of power, but his "death from above" attacks will force you to remember his name. GREMORI (BOSS)
The 56th demon in Solomon’s grimoire. A demon with the status of a duke, also known as the goddess of the moon. Summoned by Gebel, this demon oversees one portion of the castle. She is capable of creating portals into different dimensions; once there, she can harness the power of the moon and use it to attack her enemies, firing endless crescent moon knives at her opponents. She also has a devastating gravity attack that's generated by power of the lacquer-black moon. VEPAR (DEMO BOSS)
Vepar has no official description yet, but here's wikipedia's description of the original demon: In demonology, Vepar is a strong Great Duke of Hell, and rules twenty-nine legions of demons. He governs the waters and guides armoured ships laden with ammunition and weapons; he can also make, if requested, the sea rough and stormy, and to appear full of ships. Vepar can make men die in three days by putrefying sores and wounds, causing worms to breed in them, but if requested by the conjurer he can heal them immediately.
Vepar is depicted as a mermaid. Despite this, he is always described with male pronouns, although this may be because words like "merman" were uncommon or not in use when Vepar was first described. [from wikipedia]
That's all folks!
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Post by Pure Miriam on Aug 10, 2016 16:19:41 GMT -6
I seem to remember Iga's umbrella draw being a lot faster than that Katana animation. These test videos are never at the real game speed. They kinda said that already. It is always slowed down to show things better and also, you can clearly see a FPS count there, so, it is a test scenario.
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