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Post by Pure Miriam on Aug 10, 2016 7:36:43 GMT -6
I think you hit the nail on the head as far as guns and ammunition go, Pure Miriam . If they screw it up and don't make guns and ammunition viable in some way, that'll be a real shame considering my hype for the weapons. And as myself and others are probably thinking, I think the ability to craft ammunition will be available as well. Though typically in past games when some sort of fuel is exhausted for an action, like item arts in The Last Remnant for example, typically it has a unique and profound effect in combat, and stays effective throughout the game. I'm hoping this to be the case for Bloodstained, as well. I'm also hoping that the bullets themselves have stats and different strengths, as well. This is a familiar attribute found in a few games such as Final Fantasy IV, and Dark Souls II. (Though this is for bows and arrows) I think that they could do some really cool stuff with guns and bullets in Bloodstained: Ritual of the Night. :] As i said there, i really think that the ammo system must be something overly simple and basic. Maybe, MAYBE, two kinds of ammo (normal and silver, since silver has a lot of legends regarding it's power to destroy demons) but even so, you need to create a whole separate system just to choose what ammo the gun you are using will have. I still stick to the idea that ammo should be something simpler, but i'm all for options! Igavania games was always about having several options to change and alter your gameplay, so, if they are capable of doing several ammo types without micromanaging and overcomplicating things, i'm all for it. It didn't even occur to me that most IGA games cap items at 9. so that is indeed an interesting issue regarding how much ammo the player can carry. The 1H vs 2H is also noteworthy because that could lead to 2-handed guns like flintlock rifles or even a blunderbuss, and/or it could point to dual-wielding pistols, and/or a Pistol with a 1-Handed weapon. I'd find that especially nice, since it would allow players to focus on their firearm for combat if that wish, but still have a melee weapon in the off-hand slot to break candles, secret walls etc. and not have to waste ammo on non-combat trivialities. Another thing regarding balance will be making sure the bosses have attacks to deal with players who will want to combine firearms with ranged magic and play a keep-away game. Ecclesia did a good job with that honestly, given Shanoa could focus entirely on ranged magic too, so I don't see this being a new issue they've never dealt with before, but its something to keep in mind. About the cap, 9 cap is a "recent" change. Symphony of the Night and Harmony of Dissonance had 99 as cap. They probably thought that this cap was making the games too easy, and decreased the cap to 9, something simple that i find a really good idea, design-wise. By the way, did anyone reached any cap on items at the demo? I really hope tha cap is still 9, since being higher than that just makes everything way easier. But, as i said, if they are working with ammo, or the guns will be something hugely powerful and the ammo will be absurdly rare and expensive, wich could justify the ammo cap being 9 OR they must do something like tha Ammo Crate i said, with a higher 99, or 999 cap. About the double-hand, that didn't even ocurred to me! Yeah, equipping two weapons could be good to equip a pistol and a melee weapon, so you can shoot enemies and break the scenario without wasting ammo. About range battles, that is not really hard to control. As you said, Order of Ecclesia did that wonderfully, you just can't hit from affar forever, as the boss always have a way to reach and pummel you.
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Post by Pure Miriam on Aug 10, 2016 1:31:11 GMT -6
About ammo and single or double-handed weapons. Some thoughts and questions.
ABOUT AMMO
The update clearly says that guns will use ammo, wich is good and isn't at the same time for me, if they don't do that correctly. Let me give an example of a really old game to say that.
On Vampire: The Masquerade - Redemption, a game from 2000, you play as Christoph, a crusade-turned-vampire. You play 50% of the game at the medieval times, using swords, maces and other weapons and the combat system is fully balanced into that. Then, you have a time skip and suddenly, you are at the eighties. You have acess to guns, like pistols, shotguns and such. And they all use ammo. And they all suck. And that happens because the gameplay was fully built regarding the use of melee weapons, so, everything is just half-adapted to guns later, with guns having a low damage and a poor aiming, rendering them totally useless.
On past Igavanias, when guns appeared, they were more of a little reminder that "hey, you are on a medieveal-looking castle fightining with medieval-looking weapons, but here's a pistol, so you can remember that we are at 2035/2036".
Now, they turned guns into a whole weapon category at Bloodstained, so much that they will have ammo, wich shows how much importance they are giving to that. So, they must be fully integrated at the whole gameplay and combat system. The only good way i can see for that to happen, is by using two very simple options:
1) Guns MUST have a good damage and/or good onuses, like higher critical chances or something like that. That will make the gun a good option. If not, will anyone will equip a gun, shoot out there, spending ammo, just for the extended range? They can't be awesome, or the game will be totally broken, but they must at least have a good damage. And there is also the problem of using guns and expending ammo just to shoot candles.
2) Guns MUST use a simplified ammo system. There was an old RPG called Parasyte Eve (good one, by the way) where the main character had acess to a lot of guns, and 99% of it used the same ammo. A simple item called "Ammo Crate" that goes from 0 to 999. Bloodstained could do something similar. All itens of Bloodstained probably cap at 9 (i hope so), so Miriam could automatically get a "Ammo Crate" after she finds the first gun, and that crate goes from 0 to 99, or to 999, or any other cap they find reasonable. And you could forge ammo with materials and buy it at the game's store.
ABOUT SINGLE-HANDED and DOUBLE-HANDED WEAPONS
I have a real, honest question about single-handed and double-handed weapons. At the demo, we couldn't equip two weapons at the same time, but the menu screen clearly shows that the weapon area has two slots. It doesn't seem that Bloodstained will have shields. At the update, they mentioned the animations, most of them, using single-handed or double-handed terms. So, we will be able to equip two single-handed weapons to use at the same time (like Castlevania: Symphony of the Night)? And what button we will use to attack with the secondary weapon? The only reasonable button that we didn't used at the demo, was B. The same button (position) used at Castlevania: Symphony of the Night. I am right on that thought?
That's all folks!
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Post by Pure Miriam on Aug 9, 2016 12:53:17 GMT -6
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Post by Pure Miriam on Aug 9, 2016 1:42:04 GMT -6
I want to do some analysis / speculation about the weapon types and it's characteristics! Considering the update, the demo, the info we already had, older Igavanias and some speculation, i THINK the weapons will work more or less like this:
WEAPONS TYPES | DAMAGE TYPE | ANIMATION | DAMAGE POWER | RANGE | ATTACK SPEED | Shoes | Blunt | Kick | Low | Low | High | Swords | Cut | single-handed horizontal slash
| Medium | Medium | Medium | Maces | Thrust | single-handed horizontal slash
| Medium | Medium | Low | Short Swords | Cut | single-handed pierce
| Low | Low | High | Rapiers | Thrust | single-handed pierce
| Low | Medium | Medium | Katanas | Cut | single-handed vertical slash
| Medium | Medium | Medium | Great Swords | Cut | two-handed vertical slash
| High | High | Low | Axes | Cut | two-handed vertical slash
| High | High | Low | Rods | Blunt | two-handed vertical slash
| Medium | High | Medium | Spears | Thrust | two-handed pierce
| Medium | High | Low | Whips | Blunt | own whip motion | Medium | Medium | High | Guns | Thrust | shooting | High | High | Low |
As i said, this chart is based on many things AND speculation. Anyone agree with me?
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Post by Pure Miriam on Aug 8, 2016 14:48:29 GMT -6
Fun update. Less content than most expected, i think, but sometimes, you need to hide your goods, so, they can still be goods We now can have a official grasp on all Weapon types and how they work and interact with the game. Considering the update, video, and some speculation, it is fun to see how they organized the weapon types. I will probably have more to say later, but now, fun update =)
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Post by Pure Miriam on Aug 5, 2016 16:40:55 GMT -6
Here's my two cents
1) IGA Said on a interview that his first idea was "You'll defeat the enemies, and there's a random chance that they'll drop a magic-imbued crystal or material that then you take back to a different location where alchemy is applied to it, creating a magic crystal. Then you take that magic crystal and clip it on your body, giving you that potential enemy's ability, skill, or whatever. "
And he also said "However, right now that's still just a concept, and we may try to build it out and find the pacing is too slow; that people will want to use that thing right away and having to take it somewhere else and the risk/reward of potentially dying without getting it into your body could be something that people find annoying. "
I want to know if that idea was fully scrapped.
2) I want to know if the launch date is still March 2017, considering how much they developed already.
3) I want to know where the secret music-that-we-can't-speak-about-but-anyone-can-find-it-on-youtube , taken from the Demo files, is going to be used ;P
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Post by Pure Miriam on Aug 5, 2016 1:23:32 GMT -6
Damn crocodile, i want to have a Playstation 3/4/vita now! About transformations, i'm all for it! Transformation is a must on Japanese pop culture (just look how many anime/manga/sentai have transformations) so transforming powers is something that i think Bloodstained will have. Iga said on one of those answer videos that he likes transformation, but that requires a lot of resources, so, he needed to see how kickstarter would end, to have a better grasp on how to do that kind of power. The best type of transformation Igavanis had, in my opinion, was on Order of Ecclesia, with Werebat and Black Panther. You transformed and had some exclusive attacks at that form. Now, let me give some ideas of how transformation powers could work on Order of Ecclesia: TRANSFORMATION AS A SET OF POWERS
More or less like Order of Ecclesia, you get a Shard (maybe EFFECTIVE) and when you use it, Miriam changes her form to something else. All her shards and her weapon are locked, and each shard command gains a power instead. So, at Trigger button you have a power coming from that transformation, the same at the Directional command and such. TRANSFORMATION AS A SET OF SHARDS
In order to transform, you need to collect specific shards, equip all of them at the same time, and maybe activate one (probably EFFECTIVE). Alone, this Effective transformation shard just changes some stats and such, but when combined with everthing else, Miriam changes.
A fun, provoking side note: if Bloodstained show us some transformation powers, akin to Order of Ecclesia or something, a thread is bound to show up, complaining about oversexualization... After all, werebat form was naked
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Post by Pure Miriam on Aug 4, 2016 2:03:49 GMT -6
Let me defend JeffCross idea, because i like it. With few tweaks, it could really work.
I was kicking around an idea in my head and I wanna share... what do you guys think of broken shards or shard pieces? what if really powerful moves, spells, transformations etc... can only be obtained if you find these shards and use alchemy to fuse them together... so what do you think? I think it will bring a whole new dimension to shard collecting. Iga said on one of his interviews, that at first, the shards (they didn't had that name yet) would need to be "matured" for the player to use them. He wanted to add another layer of alchemy into the game, forcing the player to do "something" with the shards prior to being able to use them. Later on, IGA said that this idea was about to be scrapped because the dev team thought this could be really frustrating. This wasn't discussed anymore, so, i think they gave up, BUT, it could be like what you said OR it could be like a combination of shards. Maybe the player need to collect broken shards and use alchemy to fuse them together, like you said, or some shards have greater benefits and powers when used at the same set. The Custos Glyphs at Order of Ecclesia was like that. Each one represented a head of Cerberus, like Cerberus powers broken up at three pieces. When you used all at once, Arma Custos increased it's power by 50% and each head had more damage. Dawn of Sorrow also had that. The Enchant Soul Skeleton Ape had a description like this "Throw a foe with incredible power." That soul, alone, it does absolutely nothing. When equipped with some souls that are based on throwing some weapons or enemies (like the Shard Cast Amy) it increased it's powers, or changed how they worked. Both ideas sound good to me.
Collecting shard pieces (which implies these would all be non-functional until you got all the materials together) sounds less fun than just using normal shards to craft into more powerful shards. I mean since you can collect multiples of a shard anyway, this gives you another thing you can do with them aside from maybe crafting weapons and items. I'd have to assume these craftable super-shards would have to give you optional (not needed to beat the game) powers though. The game can have both things. You could increase shards powers by collecting more of the same type, like Dawn of Sorrow AND some shards could be broken, in the need of being fused AND / OR some shards could work better when equipped together at the same set.
There is another thing to consider: online balance (...) Online is a optional gameplay at Bloodstained: Ritual of the Night. The main game is the main game, and everything must be done thinking on the main game. I also see absolutely no problem on forbidding things at online play for balance purposes. It happens all time in MMOs, as JeffCross said. A lot of skills in MMOs aren't really forbid, they are just really nerfed when put in any kind of dispute between players. For instance, a skill that gives STR + 300% damage against enemies, and STR + 30% damage against players. MMO players are used to that.
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Post by Pure Miriam on Aug 3, 2016 2:54:44 GMT -6
Let me add my two cents here =)
The Shard System is obviously based on Soul Dominance, wich is a good thing. IGA said it that the Soul Dominance was the best gameplay system he and his team ever did, and he even said that Dawn of Sorrow was born with the idea of reusing that system, because "it was too good to use it on a single game". And he was totally right.
Seeing a revamped "get enemies powers to use against them" system for Bloodstained is a good thing. Now, into the Shards predictions.
TRIGGER
The trigger shard, usable by pressing a single button, is our basic, projectile magic. Considering past Igavania games, we can bet that most Triggers will be simple, one-shot projectiles like fire balls, ice lances and things like that, some weapon throws to make a nostalgic old-school Castlevania feeling, like throwing knives, axes and such. We can also bet that it will have more "summon" triggers, like Cast Amy Trigger Shard on Demo, where you summon a demon and that demon goes attacking. They can also throw few unortodox powers here, like summoning a music, or maybe luring enemies with dolls or something.
EFFECTIVE
We still don't know how Effective Shards will be used, since the Demon didn't had a single one, but we can guess, considering how the others worked and how games with similar systems, like the Sorrow series and Order of Ecclesia, worked on their on magic sytems. I think Effective Shards will work like a on/off magic, like Guardian Souls on Sorrow series / Red Glyphs on Order of Ecclesia. You activate it with a button (probably a trigger button) and deactivate it by pressing it again. Or you hold the button to use it. IF i am right, we can guess that they will mostly be magical barriers, small summons that aren't really familiars (like summoning a demon close to you that attacks when you attack) and stats-changing temporary boosts. This Shard can also be used for progression abilities, like flying or powers to traverse areas.
DIRECTIONAL
Directional Shards, that you use by aiming with right analog and shooting it with a button, a really nice, tactical addition. Considering what we saw, i bet that we will have others "breath" powers from all elements, like Fire Cannon, and this Shard will most probably be used for tactical gameplay, where the power changes depending on how and where you aim it. I have a feeling that we could see a grabbing whip of sorts, to move around the castle, throwing a rope or whip on some places to shake yourself and go further. That would sure be awesome!
ENCHANT
Enchant Shards are the "safe" Shards for the dev team. Like the Souls of the same name on Sorrow series, anything that they CAN'T think of a power for a enemy, just add it here, due to how easy it is. Expect boosts for all stats, elemental boosts, gameplay-changing shards (that let you freeze yourself on air, or dodge projectiles, increase dropping chance, material dropping chance for forging, and such).
FAMILIAR
That is pretty much self-explanatory. We still don't know how familiars will work. Maybe you have a button to summon or (wich i think it would be much easier) you just equip one at Familiar Shard and it shows up automatically. We can expect more familiars than Symphony of the Night, with specific roles like Attacking, healing, shielding, boosting, finding secrets and such.
That's all folks!
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Post by Pure Miriam on Aug 3, 2016 2:20:17 GMT -6
Not even close to the conceptual idea. Yeah, it is not. And they said it at kickstarter that the game wasn't going to be like that. You can see that at the kickstarter page here: And here: And here:
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Post by Pure Miriam on Jul 28, 2016 13:58:53 GMT -6
This is very controversal, i have both feelings of wanting that to happen and not. Right now, i think it would be a cool idea, but it would need to be different, i think, to not sound like they are just getting money they already have to do the game. Let me explain why i think that would be a good idea . And later on, i will explain how i think it could be.
WHY BLOODSTAINED 2 NEEDS A KICKSTARTER?
Two main reasons: money and community. IGA said on a interview that this is the BIGGEST BUDGET he ever had on his entire life to do a game. The budget to do a game depends on a lot of factors, and we all know that the company-whose-name-shall-not-be-mentioned never supported the series THAT much, because they have other things in mind, like the money-grabbing pachinkos and such. Do you guys think that IGA, Inti Creates, the publisher and the team WANT to put more than 5.5 million on the next Bloodstained? The game is still a niche thing, with a gameplay that is VERY outdated by nowadays standards. I don't think they would want to risk that much. Even if this game goes over-the-top on selling, that is a huge sum of money.
Also, many, even outside the gaming circles, agree that this was the most well-run and well administered kickstarter campaign of all time. I don't know if another one would reach 5.5 million, but i don't think it is impossible. If THIS COMMUNITY, right here, and all the others that are going to play the game, and the non-backers, really like it, they will want another with the same or more quality, the same or more content. It is hard, but not impossible.
HOW A BLOODSTAINED 2 KICKSTARTER COULD WORK?
Two main things: Promise of a BIGGER, BETTER game and another well-run campaign. To do a new kickstarter campaign, they will need to be honest and say it out loud: "we kinda have the funds for a game with the same quality and size of the first one. But we want to know if the community still supports a game like this AND we want to do it BIGGER and BETTER and we need your hard-earned cash for it. Hit the goal and we will do the game. Hit the stretch goals for more content than the first one!". And so, the campaign could start like the first one: $ 500.000 => We will know you guys supports a second Bloodstained 2 with the same quality and overall size of the first one! We promise around the same number of bosses, enemies, rooms and overral gameplay hours! $ 1.000.000 => IGa's Biggest Castle again! 2200+ rooms! $ 1.500.000 => 20 musics recorded with an orchestra! $ 2.000.000 => Improved graphics for low-end and high-end specs! And so on. (values are totally made up).
And, of course, the campaign must be REALLY WELL-RUN, like the first one was. IGA answering questions, updates all the time, achievments and fun things besides money-donations. "Let's make the greatest Kickstarter campaign again" type of thought.
I don't know if that would make the game reach 5.5 million again, but it could surely work, on my honest humble opinion.
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Post by Pure Miriam on Jul 27, 2016 7:50:35 GMT -6
(...)Though in all honesty I think I would prefer something more like OoE, an over world map, with various different areas with specific environmental themes. I loved investigating old mansions, mountains, forests, and the sunken ships in that game. Not needing to find a way to get it to fit within the castle it self wouldn't be a hassle if it was like that. not to mention I liked interacting with the towns people. (...) What I do have a problem with is the over world map thing... I really hope they don't do that, breaking up the map into sections, to me, feels lazy. it was understandable in the DS games because a seamless map would be too much for the handheld so they found a work around . Now mind you I do agree with having more environments than just a castle, like mountains, forest areas and all of that... I think Iga wanted that too but could not do it much in his past games because it always had to take place in castlevania. Now with Bloodstained he is not pigion-holed to castlevania's rules.
So yeah to summarize I would love the game-play area to be the castle and it's surroundings... a seamless map with minimal to no load time in between spaces. I remember that, when Bloodstained was annouced, IGA said that when he built the project, it wasn't like that. The main character was a male and the game would have scenarios all around the world, something like a hud-like game (like Lament of Innocence, where you have a main area with teleports to all other areas, but they would be all around the world). He said that this idea was to give more variety to the scenarios on a easy way and also to atract more investers, because that kind of game would be really easy to make DLC (you just add a new area and a teleport to reach there). When he knocked the Inti Creater's doors, among others, they said to him that he should do what he REALLY WANTED TO DO, and not do things to make easy money come in. And THEN he decided to change everything, and make the game inside a huge castle, and put a lead female (he personally wanted that, apparently, among other things i'm not going to discuss here). About a game with haunted mansions, forests, moutains and such, you can perfectly fit everything inside the castle walls. Gebel's Castle is a magical, demon castle whose logic can be twisted, as long as it doesn't make everything overly bizarre. I would love to see a huge backyard, within castle walls with a haunted mansion inside of it. Or a place where the walls sorround some moutains at one side, or you do have moutains INSIDE the castle, on a crazy realm of sorts. Portrait of Ruin had magical paintings with scenario variety. Symphony of the Night had a lot of crazy stuff inside the castle walls...You can do all that. Everything you guys said can be put inside the castle, without even breaking up the map, putting everything on a single, huge map with just some effort and creative thinking. That's what i think, at least =)
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Post by Pure Miriam on Jul 21, 2016 2:09:31 GMT -6
Bloodstained: Ritual of the Night features a magic type called Shard Sytem. Most of demons crystalize their power on a special crystal called Shard, and those Shards can be absorbed by Miriam's body, giving her special magics. The Demo showed us that the game will have 5 types of Shards: Trigger, Effective, Directional, Enchant and Familiar.
The Demo showed us some magics already: Trigger: Cerulean Slash (from Seama), Head Flail (from Dullahammer), Cast Amy (from Amy). Directional: Fire Cannon (from Morte Cannon). Enchant: CON Boost (from Buer). At update 15, on June 2015, the dev team showed us some magics that the game will have, before the Shard system being presented. So, i have three questions for us to discuss: FIRST QUESTION: The magics and skills showed at Update 15 on June 2015 will fit in what enemies and what Shard Types? (you can make up enemies as parallels with old Castlevania games too. Also, consider all Shard types and how the ones we didn't saw yet can work) Gluttony SummonAttacks enemy by summoning an angry spirit that devours anything and everything in its path.Magical ThroneMaterializes a chair that speeds up MP replenishment. Looks very relaxing.WinestainedThrows a wineglass in anger, increasing the effectiveness of certain abilities.SECOND QUESTION: What is a "Seventh" ability?
That same update 15 showed us an ability that it's description says it is not a demonic one, it is a "Seventh" ability, called Voltic Chain (a nod to Azure Striker Gunvolt, also from Inti Creates). If it is not a demonic ability, that means this will not come from a Shard, right? If not, how we will get this power? There will be other Seventh Powers? They are unlockable, innate abilities from Miriam's natural alchemist power? (like Alucard and his dark magic such as hellfire and such) or maybe from relics/magical itens? What "Seventh" means? Seventh sense? (Saint Seiya nod ) Voltic ChainSummons electrified chains to attack all enemies with electric volts. This is a special “seventh" ability—not a demonic one.THIRD QUESTION: Did you like the Shard System? What you think the system needs to have to improve?
Evolving Shards by obtaining more shards of the same type? Shards that can be changed by others Shards or special itens? New Shard Types? How the gameplay will be for Effective and Familiar Shards? That's all folks!
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Post by Pure Miriam on Jul 21, 2016 1:57:17 GMT -6
I just discovered you can make one Buer hit the other by making them closer and attacking then. The damage is low, but it is a fun touch. Just wanted to say that somewhere
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Post by Pure Miriam on Jul 20, 2016 8:27:58 GMT -6
Yeah but what hasn't been done? He's had extra new areas before like the chaos realm, he's had a castle A and castle B before....he's done a bunch of different things but nothing has touched the coolness of the inverted castle. An extra area at the end would be just as similar as doing an inverted castle. Except the inverted castle is a bigger change then an extended area. I know the inverted castle has been done before but you could do a UNIQUE take of it and really flesh the idea out more. All I'm saying is if he's gonna do something after the true ending, I'd much rather prefer something like an inverted castle where it really switches things up and gives you the whole thing to do again rather than an extra area that can be beat in a couple minutes. You just gave me an idea. I do think that doing a inverted castle is not very fun because that has ben done before. It was a huge surprise back there, not so much now. BUT, i think that CAN be done if it is something really different than what we are expecting. Like, you defeat the "final boss" and you met the requirements to unlock the second castle. Than, you teleport to it...and IT IS a OLD, broken, destroyed, decayed, inverted castle! Unlike Symphony of the Night that, most probably, due to budget and space limitations, the whole scenario was just inverted with few changes here and there at the looks, the Bloodstained inverted Castle COULD exist if it's looks are not only inverted, but vastly different, like: - Overall decayed, destroyed and broken look.
- Lava instead of water at the water areas (wich would require an ability to traverse it).
- Some areas have broken pieces and debris that changes the acess to some areas.
- Some elements of background at the first castle are at the player area now at the second castle.
- Bosses at places that didn't had bosses before.
And such...This could be cool. It could still exist a inverted castle, but with a very whole different look and feel. Not just a pallete swap like it was at SOTN.
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Post by Pure Miriam on Jul 20, 2016 1:19:46 GMT -6
(...) 2. In terms of the boss encounter, I very much didn’t care for the design, particularly the swaying chest “breasts”. I thought that they were gratuitous and didn’t follow the theme of the rest of the character designs or level. I also didn’t care for how they were emphasized in their size, camera location, or for the fact that they were a weak point to attack. (...) Something that made me laugh: That the ghosts were named “Amy” I really don't understand why so many people cared about Vepar's breasts. I really don't see anything wrong with it. I liked her colors, breasts and everything else. I think it fits the game perfectly. But...opinions, i guess... Also, Amy is a demon from three different demon dictionaries, the Goetia (Lesser key of Solomon) the Dictionnaire Infernal and the Pseudomonarchia Daemonum. Interesting enough, It is said that Amy does have a flame form AND one of it's powers is to grant familiars...
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Post by Pure Miriam on Jul 15, 2016 1:24:02 GMT -6
Nope, have you played diablo 3 and the souls series? It's just a different 'way' of doing ng+... though I don't like using diablo 3 as an example because it's not really a ng+ thing so much as a 'enemies scale to your level regardless of it being ng+ or not' thing, which I dislike in general. Valkyrie profile 2 does a weird version of this, where it actually does NOT allow you to carry over levels and equipment, but it will up the difficulty a little, this is kinda cool by itself but I would very much rather me have the option to just outright say "difficulty level 4" right from the getgo if I wanted to rather than have to play the entire darn game 3 times first. The benefit of adding difficulty perks to an ng+ is that it allows you to keep all the goodies like you mentioned, without it killing the enjoyment of the game making it feel like you just entered in a bunch of cheat codes and can face-mash your way past everything. Also, I'd like to point out that I like it when a game gives players the options of what ng+ things they get to 'keep'. one game I like asks me if I want to keep my levels, equipment, items, and characters... I love saying no to everything but characters, so that I can play the game with a party that I like for the entire game rather than have to 'unlock' them, but not trivialize the game by being over-level for everything but the final dungeon. I'm being honest here. I don't like that idea at all. For me, New Game+ is just another playthrough at the same game, with some few added items, carrying over most of your stuff. That's it. For new things, new enemy placement, harder gameplay, go for a arranged mode / new dificulty modes, like Portrait of Ruin and such. But that's just my opinion. And i think i'm on a minority side here.
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Post by Pure Miriam on Jul 14, 2016 11:18:35 GMT -6
Here's my two cents I think you guys are making a confusion, between New Game+ And Arrangeed Mode. You just finished the game and unlocked the New Game Plus. What happens? New Game +
You can play the game again from the beginning with these features: - Carry over most shards and equipment (except key, progression and plot-relevant ones).
- Level is reset to 1.
- New hidden equipment.
ALONGSIDE that, you could unlock new, harder modes and arranged modes, OUTSIDE the New game+. A Harder mode without carrying over shards and equipment from the first game. Go for it from the start and then you can unlock a new New Game + there, on each separate mode.
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Post by Pure Miriam on Jul 12, 2016 11:44:23 GMT -6
Drunk state is impossible. In Japan, the exibition of anyone under 21 years of old drinking any kind of alcohol at any media (including games, animes, mangas and such) is strictly forbidden. The game is made by japanese people and japan is a market they are aiming too.
About states to see other things, that's a good idea!
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Post by Pure Miriam on Jul 12, 2016 8:22:43 GMT -6
Pure Miriam , thanks for bringing up that bit about different enemy parts/crafting drops. I was planning on mentioning that in my next reply, but I was going to have to search around for that particular interview to make sure I was getting the details right. I think you pretty much have it there. The interview is here shmuplations.com/bloodstained/
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