Post by Pure Miriam on Jun 18, 2016 1:12:34 GMT -6
Another feedback/suggestion, regarding the game elements and status problems.
ELEMENT DAMAGE AND STATUS EFFECTS
As anyone can see, what those elements mean turned out to be a heated discussion. So, i decided to break up them into small pieces, in order to try to guess what each one is and give suggestions about it:
ICON 1
What it looks like: A slash from a sword. What it could be: [damage] Cut damage type, from swords, knives, claws and such.
ICON 2
What it looks like: A Blow spark What it could be: [damage]Blunt/Blow damage type, from kicks, hammers, canes, maces.
ICON 3
What it looks like: A piece of ice. What it could be: [damage] Ice damage type.
ICON 4
What it looks like: a dark whirlpool What it could be: [status] Curse. Instantly lowers Miriam's MP to zero and fix it at zero until the effect wears off. Can be healed with a specific Potion.
ICON 5
What it looks like: a purple cloud or bubbles. What it could be: [status] Poison. Miriam loses some HP each second until the effect wears off. Can be healed with a specific Potion.
ICON 6
What it looks like: a stone hand. What it could be: [status] Petrify. Stop Miriam's movement and greatly lower her defense. Player needs to move analog /padaround to get out from it.
ICON 7
What it looks like: a pocket watch. What it could be: [status] Slowdown. Greatly Lower Miriam's movement, attack speed, block movement skills (double jump, slide and such) and lower jump height until the effect wears off. Can be healed with a specific Potion.
ICON 8
What it looks like: the spark of a lance. What it could be: [damage] Pierce damage type, from lances, spears, spikes, guns and such.
ICON 9
What it looks like: Fire. What it could be: [damage] Fire damage type.
ICON 10
What it looks like: A thunderspark. What it could be: [damage] Thunder / Electric damage type.
ICON 11
What it looks like: A shining spark. What it could be: [damage] Holy / Sacred / Light damage type. ICON 12
What it looks like: a hooded skull. What it could be: [damage] Darkness / Shadow damage type.
ICON 13
What it looks like: A boot, a crystal or somekind of rock. What it could be: [damage] Earth damage type.
SUMMARY OF SUGGESTIONS REGARDING ELEMENTS AND STATUS EFFECTS Elemental damage types: Cut, Blunt, Pierce, Ice, Fire, Thunder, Holy, Darkness, Earth Status types: Curse, Poison, Petrify, Slowdown.
Why Earth Damage? Igavania games never had earth damage. Yeah, and that could change. A lot of games doesn't use earth damage much, and i think it could be fun to have it. Rocks, sand, CRYSTALS and such, are all related to earth.
That's all folks!
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 17, 2016 2:24:44 GMT -6
Over my experience regarding Igavanias, one of the things i like it most is how each game has a specific magic/skill/power system. I always liked to analyze that. Since we have a good grasp of how the "Shard System" will work, my starting feedback will be regarding that. I don't want to break the flow of discussion or anything. I want to give my feedback for the developer's to read. If anyone wants to add something, feel free.
Here goes. The Shard System Magic 1) Animations As anyone can see from my signature, i LOVED the "crystal obtaining" animation. The shard flows to Miriam's body and pierces her, wich she holds and absorbs that power. It is really neat and i really don't have much to add here. For me it is perfect. The first shards are very similar one to another, but they are the first ones, i kinda expected that.
2) Shard Types names As pointed out by crocodile, the Shard Types does have some odd names, that don't really mean much. I have two suggestions. A practical one and a classy one.
The Practical Suggestion [TRIGGER] be renamed to ATTACK or OFFENSIVE [EFFECTIVE] be renamed to GUARD, DEFENSIVE or keep it as EFFECTIVE [DIRECTIONAL] be renamed to CONTROL or TARGET [ENCHANT] be renamed to BOOST or keep it as ENCHANT [FAMILIAR] doesn't need a rename. Keep it as FAMILIAR
The Classy Suggestion At most Crystal myths and crystal therapy, crystal colors have specific influences over mind and matter. Considering that, since each shard has a color, the meaning of each color at the crystal myths and therapies are something like this: [TRIGGER] (RED) means: Action, Energy, Conviction, Courage, Fearless, Fortitude, Strength, Determination, Glory. [EFFECTIVE] (BLUE) means: Trust, Spiritual, Belief, Faith, Obedience, Order, Sincerity. [DIRECTIONAL] (PINK) means: Inner Sight, Psychic, Mystery, Spiritual, Third Eye. [ENCHANT] (YELLOW) means: Enlightenment, Realism, Alertness, Awareness, Consciousness. [FAMILIAR] (GREEN) means: Creation, Fertility, Nurturing, Potency, Progress, Renewal, Growth. Considering that, each shard could have a name based on those influences taken from crystal myths and crystal therapy AND what their powers are in-game. My suggestion:
[TRIGGER] be renamed to ACTION [EFFECTIVE] be renamed to ORDER [DIRECTIONAL] be renamed to PSYCHIC [ENCHANT] be renamed to ENLIGHTENMENT [FAMILIAR] be renamed to CREATION
3) Shard Magic names The shard names are not associated with their enemies names. It is not like Aria/Dawn of Sorrow, that, the Bat soul power is called "bat". I think that is a good idea. So far we saw:
Morte Cannon => Gives FIRE CANNON. Seama => Gives CERULEAN SPLASH. Buer => Gives CON BOOSTER. I think this is a good idea and should be kept like that.
4) Control imput (based on Xbox Controller) From what we saw at the momment, the Red Shard are use by pressing (Y), Pink Shard is used by aiming with the Right analog Stick and pressing RT. I think those are good controls and see nothing to change here.
5) Shards Lore SHARD: Demon power that's been crystalized. It cannot be handled by an ordinary person. I liked that! I always like when most things have a context and i think that is a cute, little good idea. So, some demons are powerful enough to crystalize their magic on their bodies, and those crystals can be harnessed by "non-ordinary" persons. Good!
6) Suggestions for system improvement. Here are some overall suggestions to improve the Shard system.
Shard Leveling Shards could be matured, to increase their power. I gave that idea before on another topic. Before, i had the idea that maybe the player could find small crystal pieces (i called them "shards" when i first talked about this ) to improve them, but now, i have other idea. Like Dawn of sorrow, maybe getting more of the same shard could improve it. They could have varying max levels, like 9, 5, 3 and 1 for bosses and one-time shards.
Taking the shards we know, take a look at my example (i made up the values)
[Seama] Cerulean Slash (max LV 9)
Lv1: Damage = INT + 21%
1 Shard
Lv2: Damage = INT + 24%
2 Shards
Lv3: Damage = INT + 27%
3 Shards
Lv4: Damage = INT + 30%
4 Shards
Lv5: Damage = INT + 33%
5 Shards
Lv6: Damage = INT + 36%
6 Shards
Lv7: Damage = INT + 39%
7 Shards
Lv8: Damage = INT + 42%
8 Shards
Lv9: Damage = INT + 45%
9 Shards
[Morte Cannon] Fire Cannon (max LV 3)
LV1: Range = 2m
1 Shard
LV2: Range = 3m
5 Shards
LV2: Range = 4m
9 Shards
[Buer] Con Booster (max LV 5)
LV1: Con +2
1 Shard
LV2: Con +4
3 Shards
LV3: Con +6
5 Shards
LV4: Con +8
7 Shards
LV5: Con +10
9 Shards
[Vepar] Shard that we don't know what it is yet (max LV 1)
LV1: Effect that whe don't know yet
1 Shard
All enemies should have shards Poor Morte has no shard. I think that all enemies should have shards. One of the most fun things from Aria and Dawn of Sorrow was trying to guess what that "pink-colored bird thingy" could give you as a power. It is not that hard to make up magics for all enemies. Anything that the dev team can't create, could just be tossed on the Yellow Shard with a small boost of some kind.
Familiar Shards should level up If Shards would not have a level up system, like what i said, at least the Familiar Shards should have one. Maybe you just summon them and they gain EXP while you fight, like Symphony of the Night, with a special menu dedicated just to the Familiar Shards.
That's all for now folks!
Last Edit: Jun 17, 2016 3:55:52 GMT -6 by Pure Miriam
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 16, 2016 16:44:07 GMT -6
UPDATE on 06/24/2016: THE DEMO IS OUT! crocodile gave me the suggestion of creating this thread, to concentrate our feedback at E3 Demo. The Demo is not out yet, but we can already give some feedback from what we saw to the developers.
Our idea is to focus all Feedback from the Demo (when it's out) at this thread, so, the dev team will be able to have a single place to look for our feedback. So, please, everyone that already has the Demo (when it's out) and everyone that has something to contribute, REGARDING THE DEMO, post it here. crocodile also gave me the suggestion of posting my analysis over the magical system and Bloodstained Menu here, so, we can concentrate everything at a single topic, to better help the dev team.
Here's my MOST updated version of Bloodstained Menu and Shard System Analysis:
MENU
The first thing to note on the Menu is that it is clean and easy to use. Also, it is cute and simple, i like it.
Miriam's stats are more or less the same from Castlevania games, we can guess that they work the same way [ATK] probably Max attack power (probably STR + Weapon) [STR] probably raw attack power (without weapon) [INT] probably related to magical power [LCK] probablyincreases chance to find forging items, shards, drops. [DEF] probablyraw defense power [CON] probablymax defense power (DEF + armors) [MND] probably probably related to status resistance
There are the resist elements, that i posted before, and we can guess what they mean.
It may be something like this (updated opinion based on others)
Cut
Pierce
Blunt
Fire
Freeze
Thunder
Curse
Holy
Poison
Darkness
Petrify
Earth
Slow down
---
Ignoring the Cut, Blunt and Pierce, the first columm being stats-related, and the second one being elements-related.
About the Menu options, it is curious to note that there is nothing related to forging items, maybe because it is a demo. ITEms
Here, we can see that the item menu has several tabs, each one for a specific type of item. The first one is probably a "all items" tab. The second looks like a healing items tab, the third is really hard to guess. The fourth are key items and the fifth are files, books, documents and things like that. That potion healed +50 HP from her. As a curious last note, most Castlevanias from IGA had a funny thing about colors. At most igavania games, it was like this: HP bar was red, MP bar was blue. HP Potions was blue, MP potions was red. Now, apparently, they FINALLY decided to match the colors. So, now: HP bar red + HP potion red, MP bar blue + potion blue.
EQUIPMENT
Here, we can see the equipment slots and we can guess more things about the game here. First, did you guys noticed that the equipment tab is called "Equipment Set 1"? That means Miriam will be able to have "sets" of equipments, that you probably can change in real time, like A/B Sets from Dawn of Sorrow and the sets from Order of Ecclesia. The equipment slots also has some interesting things to notice:
[WEAPON]: Nothing surprising here. But, when the player changed the sword for those combat shoes, her boots also changed to shoes. Also, there are TWO weapon slots. Like Alucard, Miriam can probably equip one weapon per hand. Maybe there will be shields too? [HEAD]: She is equipped with a headband that the player got and her looks changed, we could see the headband on her head. [BODY]: Armors. I doubt that equipping different armors will change her dress, but we really don't know yet. (it doesn't). [ACCESSORY I & II]: Varying accessories. Maybe some cosmetic equipment will be equipped here. [SCARF]: That is a interesting surprise. There is a specific slot dedicated to her scarf. I think her scarf will work like Alucard's cape on Symphony of the Night. You can change her scarf and that will reflect on her visual, changing the scarf color and looks. I bet it will be like this.
THE SHARD SYSTEM
The "Shard system" is probably a mix between Glyph Art from Order of Ecclesia (OoE) and the Soul Dominance from Aria/Dawn of Sorrow (A/DoS). (It is). Like the Glyph Art from OoE, not all enemies have a magic to offer, and like Soul Dominance, there are different types of shards and you need to equip them to use it. That idea where you would need to mature the shard first, in order to use it later, seems to be abandoned, or maybe just few shards are like that.
Again, the Shards have the same "Equipment Set 1". I think that is an error. It is probably that you can combine and change in real time, different equip sets and Shards sets. Or the equip and shard sets are linked, like Dawn and Order. Either way, we can see all Shards types right here, and can guess how they can be used and what they do. Also, they are color-coded, like Red and Blue Glyphs from Order of Ecclesia, and the Red / Blue / Yellow / Grey Souls from Aria and Dawn of Sorrow:
[TRIGGER]: Red color. Usable by pressing (Y). It is probably the most basic form of magical attack. The name implies that it is a instant-type magic. You pull the trigger and the magic "shots". Not only projectiles, of course, but basic magical attacks and effects. [EFFECTIVE]: Blue color. Hard to guess what that is. We can't see how it is the imput, but considering the name, it may be some kind of power summon, that you can hold a button to use it or to activate it, like barriers. [DIRECTIONAL]: Pink Color. We can see that from the Fire Cannon Shard. These Shards are activated by using the RIGHT ANALOG and RT button. Aim with RIGHT ANALOG, activate it with RT. Targetting magic? Cool! [ENCHANT]: Yellow Color. Confirmed on a video, that this shard type give stats boosts and special effects and don't need imput. Like gear, you just equip and that's it. Aria and Dawn of Sorrow had a enchant soul type that had the same effect. [FAMILIR]: Green Color. The name is probably a typo. They meant "Familiar" and we all know what that is. A shard slot dedicated to summon familiars! So you don't need to waste a Trigger or other shard to summon a familiar. I don't have any idea of what imput it will be, but it is probably one of the shoulder buttons.
FINAL WORDS SO FAR Everything looks really promising so far. I was really curious to see how the game magic system would work and like what i see. But some questions linger:
Maturing Shards? I'm still puzzled by the fact that the Shard System has absolutely nothing on that idea that the shards would need to be "matured" to be usable. I think they dropped that idea. IGA said they where discussing that obtaining a power and not using it right away could be frustrating.
Forging Equipments? No sign of weapon forging or equip forging. But that is probably because it is the first area, and that ability will be unlocked later. Or maybe you can only forge equips at a special place, like a shop, Johannes's lair or something.
Not all enemies have shards? Powers beside shards? The fact that Morte has no shard, makes me think that not all enemies have a shard, so it is not like Aria/Dawn of Sorrow. The game has 5 types of Shards, and if not all enemies will have one, the game will probably have A LOT OF enemies. Maybe you can obtain shards hanging around, not only on enemies? Also, At one of the old updates, we could saw some artwork of some powers and magics. There was one called "Voltic Chain" (based on Gunvolt) , whose description was "Summons electrified chains to attack all enemies with electric volts. This is a special “seventh" ability—not a demonic one". Since it is not a demonic one, there will be powers not in shards? Or Voltic Chain and some others, will come at shards not linked to enemies?
Relics? or Ability Shards? All shard types apparently are based on combat and special abilities. There is no such thing as an "Ability Shard" or something like that, like the Ability Soul from Aria/Dawn of Sorrow, that could be turned ON and OFF. So, double jump, maybe wall jump and other progression abilities, necessary to explore the Castle, would be linked to relics? Of course, the game will have shards that will be necessary to explore too, but the question is if there will be a main thing for that, like relics.
That's all for now folks!
Last Edit: Sept 29, 2016 16:41:16 GMT -6 by XombieMike
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
[HEAD]:She is equipped with a headband that the player got and her looks didn't changed. We know Miriam will have some special equipment that changes her looks, but i guess this is not the place for it.
Just want to point out that her look does change if you equip the headband. I feel that changing armour might also change her looks, maybe slightly if she just puts it on underneath her regular dress.
Thank you! I didn't noticed that. Changing her dress would be something really resource-consuming, i think, that's why i think the dress will not be change, even more considering we already have a special clothing, like Pure Miriam clothing. But, who knows? =)
About the Earth / Foot / Boot resistant, i ALSO think that, that icon looks like a boot. But me, too, was thinking what that resistance would be. So, i kinda guessed Earth, because somehow it also looks like a Crystal, and since crystals are one of the game's main themes...
Last Edit: Jun 16, 2016 8:19:21 GMT -6 by Pure Miriam
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 16, 2016 2:15:12 GMT -6
I posted this at another topic, and a posted an earlier version here. So, i wanted to post it again.
Here's my updated version of Bloodstained Menu and Shard System Analysis:
MENU
The first thing to note on the Menu is that it is clean and easy to use. Also, it is cute and simple, i like it.
Miriam's stats are more or less the same from Castlevania games, we can guess that they work the same way [ATK] probably Max attack power (probably STR + Weapon) [STR] probably raw attack power (without weapon) [INT] probably related to magical power [LCK] probablyincreases chance to find forging itens, shards, drops. [DEF] probablyraw defense power [CON] probablymax defense power (DEF + armors) [MND] probably probably related to status resistance
There are the resist elements, that i posted before, and we can guess what they mean.
It may be something like this (updated opinion based on others)
Cut
Pierce
Blunt
Fire
Freeze
Thunder
Curse
Holy
Poison
Darkness
Petrify
Earth
Slow down
---
Ignoring the Cut, Blunt and Pierce, the first columm being stats-related, and the second one being elements-related.
About the Menu options, it is curious to note that there is nothing related to forging itens, maybe because it is a demo. ITENS
Here, we can see that the item menu has several tabs, each one for a specific type of item. The first one is probably a "all itens" tab. The second looks like a healing itens tab, the third is really hard to guess. The fourth are key itens and the fifth are files, books, documents and things like that. That potion healed +50 HP from her. As a curious last note, most Castlevanias from IGA had a funny thing about colors. At most igavania games, it was like this: HP bar was red, MP bar was blue. HP Potions was blue, MP potions was red. Now, apparently, they FINALLY decided to match the colors. So, now: HP bar red + HP potion red, MP bar blue + potion blue.
EQUIPMENT
Here, we can see the equipment slots and we can guess more things about the game here. First, did you guys noticed that the equipment tab is called "Equipment Set 1"? That means Miriam will be able to have "sets" of equipments, that you probably can change in real time, like A/B Sets from Dawn of Sorrow and the sets from Order of Ecclesia. The equipment slots also has some interesting things to notice:
[WEAPON]: Nothing surprising here. But, when the player changed the sword for those combat shoes, her boots also changed to shoes. Also, there are TWO weapon slots. Like Alucard, Miriam can probably equip one weapon per hand. Maybe there will be shields too? [HEAD]: She is equipped with a headband that the player got and her looks didn't changed. We know Miriam will have some special equipment that changes her looks, but i guess this is not the place for it. [BODY]: Armors. I doubt that equipping different armors will change her dress. [ACCESSORY I & II]: Varying accessories. Maybe some cosmetic equipment will be equipped here. [SCARF]: That is a interesting surprise. There is a specific slot dedicated to her scarf. I think her scarf will work like Alucard's cape on Symphony of the Night. You can change her scarf and that will reflect on her visual, changing the scarf color and looks. I bet it will be like this.
THE SHARD SYSTEM
The "Shard system" is probably a mix between Glyph Art from Order of Ecclesia (OoE) and the Soul Dominance from Aria/Dawn of Sorrow (A/DoS). Like the Glyph Art from OoE, not all enemies have a magic to offer, and like Soul Dominance, there are different types of shards and you need to equip them to use it. That idea where you would need to mature the shard first, in order to use it later, seems to be abandoned, or maybe just few shards are like that.
Again, the Shards have the same "Equipment Set 1". I think that is an error. It is probably that you can combine and change in real time, different equip sets and Shards sets. Or the equip and shard sets are linked, like Dawn and Order. Either way, we can see all Shards types right here, and can guess how they can be used and what they do. Also, they are color-coded, like Red and Blue Glyphs from Order of Ecclesia, and the Red / Blue / Yellow / Grey Souls from Aria and Dawn of Sorrow:
[TRIGGER]: Red color. Usable by pressing (Y). It is probably the most basic form of magical attack. The name implies that it is a instant-type magic. You pull the trigger and the magic "shots". Not only projectiles, of course, but basic magical attacks and effects. [EFFECTIVE]: Blue color. Hard to guess what that is. We can't see how it is the imput, but considering the name, it may be some kind of power summon, that you can hold a button to use it or to activate it, like barriers. [DIRECTIONAL]: Pink Color. We can see that from the Fire Cannon Shard. These Shards are activated by using the RIGHT ANALOG and RT button. Aim with RIGHT ANALOG, activate it with RT. Targetting magic? Cool! [ENCHANT]: Yellow Color. Confirmed on a video, that this shard type give stats boosts and special effects and don't need imput. Like gear, you just equip and that's it. Aria and Dawn of Sorrow had a enchant soul type that had the same effect. [FAMILIR]: Green Color. The name is probably a typo. They meant "Familiar" and we all know what that is. A shard slot dedicated to summon familiars! So you don't need to waste a Trigger or other shard to summon a familiar. I don't have any idea of what imput it will be, but it is probably one of the shoulder buttons.
FINAL WORDS SO FAR Everything looks really promising so far. I was really curious to see how the game magic system would work and like what i see. But some questions linger:
Maturing Shards? I'm still puzzled by the fact that the Shard System has absolutely nothing on that idea that the shards would need to be "matured" to be usable. I think they dropped that idea. IGA said they where discussing that obtaining a power and not using it right away could be frustrating.
Forging Equipments? No sign of weapon forging or equip forging. But that is probably because it is the first area, and that ability will be unlocked later. Or maybe you can only forge equips at a special place, like a shop, Johannes's lair or something.
Not all enemies have shards? Powers beside shards? The fact that Morte has no shard, makes me think that not all enemies have a shard, so it is not like Aria/Dawn of Sorrow. The game has 5 types of Shards, and if not all enemies will have one, the game will probably have A LOT OF enemies. Maybe you can obtain shards hanging around, not only on enemies? Also, At one of the old updates, we could saw some artwork of some powers and magics. There was one called "Voltic Chain" (based on Gunvolt) , whose description was "Summons electrified chains to attack all enemies with electric volts. This is a special “seventh" ability—not a demonic one". Since it is not a demonic one, there will be powers not in shards? Or Voltic Chain and some others, will come at shards not linked to enemies?
Relics? or Ability Shards? All shard types apparently are based on combat and special abilities. There is no such thing as an "Ability Shard" or something like that, like the Ability Soul from Aria/Dawn of Sorrow, that could be turned ON and OFF. So, double jump, maybe wall jump and other progression abilities, necessary to explore the Castle, would be linked to relics? Of course, the game will have shards that will be necessary to explore too, but the question is if there will be a main thing for that, like relics.
That's all for now folks!
Last Edit: Jun 16, 2016 2:39:34 GMT -6 by Pure Miriam
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Thanks for your update ! I like the fact we can have several sets of equipment and shards : • How much could we have ? Two or three ? It would be nice to be able to switch it like in Devil May Cry 3 but that could be overpowered... Wait and see.
I think it will be like the Glyph Sleeve from Order of Ecclesia. On Order of Ecclesia, magic and equipment sets was linked, so, you had three sets (A, B and C) and each set was a group of equipped gear and magic. At first, i thought that the "Equipment Set 1" at Shard menu was a typo, but maybe it isn't. Maybe the equipment set is all linked to magic and gear. So you can have a Set 1, with some gear and shards, a Set 2 with other gear and shards, and you probably can change that in real time (if you can't, there is no point in having equipment sets, i think).
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 15, 2016 9:40:22 GMT -6
Thank you a lot Kaius for linking my post. Here it is the updated version!
Okey, going for a bigger discussion about the whole menu and the Magic Shard System
MENU
The first thing to note on the Menu is that it is clean and easy to use. Also, it is cute and simple, i like it.
Miriam's stats are more or less the same from Castlevania games, we can guess that they work the same way [ATK] probably Max attack power (probably STR + Weapon) [STR] probably raw attack power (without weapon) [INT] probably related to magical power [LCK] probablyincreases chance to find forging itens, shards, drops. [DEF] probablyraw defense power [CON] probablymax defense power (DEF + armors) [MND] probably probably related to status resistance
There are the resist elements, that i posted before, and we can guess what they mean.
It may be something like this (updated opinion based on others)
Cut
Pierce
Blunt
Fire
Freeze
Thunder
Curse
Holy
Poison
Darkness
Petrify
Earth
Slow down
---
Ignoring the Cut, Blunt and Pierce, the first columm being stats-related, and the second one being elements-related.
About the Menu options, it is curious to note that there is nothing related to forging itens, maybe because it is a demo. ITENS
Here, we can see that the item menu has several tabs, each one for a specific type of item. The first one is probably a "all itens" tab. The second looks like a healing itens tab, the third is really hard to guess, but it may be shards for you to look at your collection. The fourth are key itens and the fifth are files, books, documents and things like that. That potion healed +50 HP from her. As a curious last note, most Castlevanias from IGA had a funny thing about colors. At most igavania games, it was like this: HP bar was red, MP bar was blue. HP Potions was blue, MP potions was red. Now, apparently, they FINALLY decided to match the colors. So, now: HP bar red + HP potion red, MP bar blue + potion blue.
EQUIPMENT
Here, we can the the equipment slots and we can guess more things about the game here. First, did you guys noticed that the equipment tab is called "Equipment Set 1"? That means Miriam will be able to have "sets" of equipments, that you probably can change in real time, like A/B Sets from Down of Sorrow and the sets from Order of Ecclesia. The equipment slots also has some interesting things to notice:
[WEAPON]: Nothing surprising here. But, when the player changed the sword for those combat shoes, her boots also changed to shoes. [HEAD]: She is equipped with a headband that the player got and her looks didn't changed. We know Miriam will have some special equipment that changes her looks, but i guess this is not the place for it. [BODY]: Armors. I doubt that equipping different armors will change her dress. [ACCESSORY I & II]: Varying accessories. Maybe some cosmetic equipment will be equipped here. [SCARF]: That is a interesting surprise. There is a specific slot dedicated to her scarf. I think her scarf will work like Alucard's cape on Symphony of the Night. You can change her scarf and that will reflect on her visual, changing the scarf color and looks. I bet it will be like this.
THE SHARD SYSTEM
The "Shard system" is probably a mix between Glyph Art from Order of Ecclesia (OoE) and the Soul Dominance from Aria/Dawn of Sorrow (A/DoS). Like the Glyph Art from OoE, not all enemies have a magic to offer, and like Soul Dominance, there are different types of shards and you need to equip them to use it. That idea where you would need to mature the shard first, in order to use it later, seems to be abandoned, or maybe just few shards are like that.
Again, the Shards have the same "Equipment Set 1". I think that is an error. It is probably that you can combine and change in real time, different equip sets and Shards sets. Either way, we can see all Shards types right here, and can guess how they can be used and what they do. Also, they are color-coded, like Red and Blue Glyphs from Order of Ecclesia, and the Red / Blue / Yellow / Grey Souls from Aria and Dawn of Sorrow:
[TRIGGER]: Usable by pressing (Y). It is probably the most basic form of magical attack. The name implies that it is a instant-type magic. You pull the trigger and the magic "shots". Not only projectiles, of course, but basic magical attacks and effects. [EFFECTIVE]: Hard to guess what that is. We can't see how it is the imput, but considering the name, it may be some kind of power summon, that you can hold a button to use it or to activate it, like barriers. [DIRECTIONAL]: We can see that from the Fire Cannon Shard. These Shards are activated by using the RIGHT ANALOG and RT button. Aim with RIGHT ANALOG, activate it with RT. Targetting magic? Cool! [ENCHANT]: Aria and Down of Sorrow had a enchant soul type, so it is probably the same thing, since even the color is the same. It is probably shards that give stats boosts and special effects and don't need imput. Like gear, you just equip and that's it. [FAMILIR]: The name is probably a typo. They meant "Familiar" and we all know what that is. A shard slot dedicated to summon familiars! So you don't need to waste a Trigger or other shard to summon a familiar. I don't have any idea of what imput it will be, but it is probably one of the shoulder buttons.
FINAL WORDS SO FAR Everything looks really promising so far. I was really curious to see how the game magic system would work and like what i see. I'm still puzzled by the fact that the Shard System has absolutely nothing on that idea that the shards would need to be "matured" to be usable. I think they dropped that idea. IGA said they where discussing that obtaining a power and not using it right away could be frustrating. Also, no sign of weapon forging. But that is probably because it is the first area, and that ability will be unlocked later.
Last Edit: Jun 15, 2016 9:51:25 GMT -6 by Pure Miriam: Added final words
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 15, 2016 4:49:26 GMT -6
Awwwn that gameplay video bailed my whole post
BUT! Great video, great gameplay. I could comment on lots of things, but i will wait to play the Demo =)
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Dammit, i didn't saw that! I need to see that now, NOOOWWW
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 15, 2016 1:57:11 GMT -6
Okey, going for a bigger discussion about the whole menu and another little thing.
First, that chinese video
At 4 seconds, Miriam kills what looks like to be a evil Cannon-like Demon or something like that. The monster shines, a pink shard appears and she gets it, gaining the power to throw fire from her hand. It is very hard to read what appears on screen, but it looks like something like this:
SHARD Demon power that's been crystalized It cannot be handled by an ordinary person.
FIRE CANNON Shoots fire from a demon-possessed cannon
[?] + [RT] BUTTONS: Directional Shard Control the direction of the magic attack. Consumes MP. Light the demon fuse with the obtained shard.
I'm not certain about the buttons, but it looks like that. Xbox One control.
The player didn't needed to equip the Shards, because it is probably the first one you get.
Now, about the menu
MENU PICTURE 1
THe menu looks really nice, although it can change later. Considering the description of the Equipment "Change equipment and shards" it is safe to guess that the "Shard system" is probably a mix between Glyph Art from Order of Ecclesia (OoE) and the Soul Dominance from Aria/Dawn of Sorrow (A/DoS). Like the Glyph Art from OoE, not all enemies have a magic to offer, and like Soul Dominance, there are probably different types of shards and you need to equip them to use it. That idea where you would need to mature the shard first, in order to use it later, seems to be abandoned, or maybe just few shards are like that. Considering the command on how to use that cannon shard, it is safe to assume that you need to hold RT and press O to use it. Like Soul Dominance / Glyph art, it is probably that you have two types of usable shards, with one being UP + ATTACK and the other being HOLD SHOULDER BUTTON + BUTTON.
Miriam's stats are more or less the same from Castlevania games, we can guess that they work the same way [ATK] probably Max attack power (probably STR + Weapon) [STR] probably raw attack power (without weapon) [INT] probably related to magical power [LCK] probablyincreases chance to find forging itens, shards, drops. [DEF] probablyraw defense power [CON] probablymax defense power (DEF + armors) [MND] probably probably related to status resistance
There are the resist elements, that i posted before, and we can guess what they mean.
It may be something like this (updated opinion based on others)
Cut
Pierce
Blunt
Fire
Freeze
Thunder
Curse
Holy
Poison
Darkness
Petrify
Earth
Slow down
---
Ignoring the Cut, Blunt and Pierce, the first columm being stats-related, and the second one being elements-related.
About the Menu options, it is curious to note that there is nothing related to forging itens, maybe because it is a demo. MENU PICTURE 2
Here, we can see that the item menu has several tabs, each one for a specific type of item. The first one is probably a "all itens" tab. The second looks like a healing itens tab, the third is really hard to guess, but it may be shards for you to look at your collection. The fourth are key itens and the fifth are files, books, documents and things like that. That potion healed +50 HP from her. As a curious last note, most Castlevanias from IGA had a funny thing about colors. At most igavania games, it was like this: HP bar was red, MP bar was blue. HP Potions was blue, MP potions was red. Now, apparently, they FINALLY decided to match the colors. So, now: HP bar red + HP potion red, MP bar blue + potion blue.
Anything that i didn't saw?
Last Edit: Jun 15, 2016 3:07:23 GMT -6 by Pure Miriam
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 14, 2016 18:21:48 GMT -6
Great gameplay! The game shows like it will be everything we wanted!
Okey guys, here's a little thing for us to talk about too:
What are those elements?
Here's my guess:
Cut
Pierce
Blunt
Fire
Ice
Thunder
Curse
Holy
Poison
Darkness
Petrify
Earth
Time Stop
----
So, what do you think?
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 14, 2016 1:14:05 GMT -6
Wow! It is exatly what i was hopping for. And yes, that cannon is something to blow up part of the scenario. Also, 7 damage on Seanna. That reminds me of how weak Shanoa started on her own game =)
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
I am glad i bought a new PC last year, well things are incredibly expensive here (Brazil), specially with the dollar going up to the roof last year and the current economic crisis, so the best i could do was get a FX-6300 and a R7 260X. unfortunately i have only 4GB RAM, but i can upgrade it and i might will, anyway i can play GTA V, Fallout 4 or anything i have tested so far pretty fine. I hope they just don't downgrade it to make it playable for more systems, however it would be great if it runs on cheap intel on-board gpus even if at 30 fps on the lowest settings so more people can play it.
Anyway let's wait for the demo so we will get the first references for the system requirements.
Same country, same problems, plus unemployed XD BUT my PC also runs GTA V and some other games. I hope my PC can handle the demo and/or the game...Or that i get a JOB before the game comes out!
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
With all due respect Pure Miriam all your ideas expressed here are somewhat ill-advised (and a little selfish?). If you really want to be spoiler-free, which is a perfectly fine stance to take, the onus is on you to avoid the kickstarter updates and not partake in internet conversations about them game not for the developers to communicate worse with the backers. Crowdfunding only works if there is a sense of trust/community built and maintained between the project manager(s) and the backers. We've already given them out money. The only way to hold them accountable is to make sure we know the progress of development and to do that you have to show off some locales, areas, weapons, characters, enemies, moves & spells, etc. This requires a lot of transparency - much more than for standard game development. Furthermore, this interaction allows for the opportunity for feedback which can make for a stronger end product. Silence is pretty much the fastest way to lose backer confidence and engender bad sentiments that can severely harm the commercial success of the project as well as your reputation. I'd also argue that a game that is no longer worth playing after its been spoiled wasn't worth your time anyway and for all the Kickstarter projects I've followed, they'll been pretty good about avoiding real spoilers in their updates. There is nothing to "tone down" and I don't think "spoiler culture" is something that should be given into.
No offense taken. Maybe you are right.
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Post by Pure Miriam on Jun 9, 2016 12:37:15 GMT -6
I agree with most of what you said. Of course, there can't be spoiler-free updates, but it would be nice to tone down a little. From here on, i think we should get a glimpse of the castle and such. The general gameplay system, through, i don't have any problem with it.
About "Just don't look at it", well, it is hard, of course, since i'm inside the same Minerva-Boat as you all and want to see how things are going. I just thought this could be a interesting discussion.
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
After May update, i was struck by a question from my own head. This is the first kickstarter game i'm really following, but i know many other projects. And most of them shows A LOT OF THINGS before releasing the actual game. Might no 9 went as far as to talk about the last boss already. People know almost everything the game has to offer, in details. I didn't even search around it too much to not be spoiled.
And that's the reason i made this thread.
Each update offers us more details, enemies and information about the game. And more spoilers. If everything follows as planned, we will have 9~10 more updates before the game's launch. I have the fear that we will know, play and hear much more than we should. I don't want Bloodstained to have what is happening to Might no 9. The game will launch soon, and, if you search about it, you can know 90% of the game without playing it.
I know this is a hard thing to do, but i needed to bring this subject. Something must happen to the updates from now on, here's some ideas:
1) The monthly update could elaborate on things we already know but weren't fully clarified yet, like some of the stretch goals.
2) Some updates could be just some IGA answering some interesting questions. There also could have a update to show Miriam's artwork redesigned with her new ribbons.
3) The team should refrain from having a monthly update until the game's release (if it will really be ready at march 2017). Maybe one update each two months.
As i said before, i know this is hard to do, many people want to see the game and the team want to keep us interested. But they really need to start thinking about this. I don't want Bloodstained to be spoiled all around before the game coming out.
Thank you for your attention =)
Last Edit: Jun 9, 2016 9:40:36 GMT -6 by Pure Miriam
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
I can't say much because everyone already said everything.
Great video. We will play a demo!
Damn, i'm hyped!
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
I dont know if its a glitched sound file for like maria or something, but if you enter cerberus lair while the flames are going and leave immediately youll hear a moany scream between the flame sound and the catacomb theme, its not the high pitched death scream the female creatures like aluraune and frozen half have
How the hell i didn't know that? haha. I Searched on the internet and found a video with it. Cool.
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
I consider Igavania and Metroidvania the same genre, but i call" IGAVANIA" if the game was created, directed or with some involvement of Koji Igarashi OR the game closely follows his path on "Metroidvania Gothic game" style.
Redogan: Some people are gonna get to eat a meal and play some games with IGA! Awesome!
Mar 23, 2023 11:27:24 GMT -6
LeoLeWolferoux: Sooo... I guess some dude on Twitter stumbled across a financial document from 505 games indicating that a '2nd version' of Bloodstained was in the works??? back sometime in like 2021???
Apr 15, 2023 21:00:49 GMT -6
LeoLeWolferoux: How am I just now finding out about this/ C'mon, IGN. Get it together.
Apr 15, 2023 21:01:12 GMT -6
LeoLeWolferoux: Dunno how this Twitter user came across these documents, tho, assuming since they don't know any further details, it wasn't someone *from* 505 Games. I certainly hope it was obtained via legal means...
Apr 15, 2023 21:02:13 GMT -6
XombieMike: Shortly after 505 let that document go public the official Bloodstained twitter confirmed there will be a second game. ArtPlay is finishing Bloodstained DLC and then we will learn more about the next game.
Apr 17, 2023 5:50:56 GMT -6
Motoko: I have returned
Aug 15, 2023 23:15:43 GMT -6
Redogan: Any ideas on when we get the rest of the updates? I'm still waiting on my physical copy with everything on it for my CV collection.
Aug 23, 2023 12:48:28 GMT -6
Redogan: Nice to see a project update! I like the new Classic 2.0 mode with Dominique. Looks like it plays like a traditional CV game--which is a good thing. Glad to see some gameplay video of Chaos and VS modes, too!
Sept 6, 2023 18:16:32 GMT -6
ShroudedTraveler: Did they say when they were releasing the update with Dominique? I don't recall seeing anything in the video, so I'm assuming not
Sept 7, 2023 16:40:01 GMT -6
Redogan: I didn't see anything about the release date. I just know that it is paid DLC. (So, us backers don't get it for free. Which is fine.)
Sept 8, 2023 16:54:52 GMT -6
ShroudedTraveler: Yeah. At this point, with the game being as old as it is, I'd be fine paying for the content.
Sept 12, 2023 19:00:02 GMT -6
XombieMike: Classic mode 2 will be canon!
Sept 15, 2023 19:55:00 GMT -6
Ciel: Been a long time since I last logged here, but it seems that until we get any news of a sequel, there won't be much to discuss. Oh well!
Sept 25, 2023 14:32:30 GMT -6
purifyweirdshard: The discord is certainly where the activity is, but we'll keep this forum up and running as long as we can. Bloodstained's subreddit also still moves along pretty well
Oct 3, 2023 15:31:05 GMT -6