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Post by Scars Unseen on Jul 13, 2016 20:15:26 GMT -6
asterra If you're talking about Betelgeuse's performance, that actually wouldn't be too hard(and in fact, some people on Reddit tried to dismiss him as a Joker expy). Hell, I could do a decent Betelgeuse. But everything surrounding him - all of the main characters involved in that episode - are very Japanese. If you want an example of a show that would be relatively easy to convincingly dub, look at Erased.
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Post by Scars Unseen on Jul 13, 2016 19:40:47 GMT -6
The styles of voice direction between the the western and Japanese VA industries is just too great in most cases. Which is why my chosen case-in-point mostly features dramatic and emotional elements which cannot be pigeonholed as culturally unique. Re:Zero? Are you kidding me? Re:Zero has Japanese exaggerated drama and comedy stamped all over it. Getting a decent western voice direction for that is as likely as getting one for Bakemonogatari.
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Post by Scars Unseen on Jul 13, 2016 19:11:11 GMT -6
asterra And I stand by what I said. There are plenty of great talented voice actors in western animation and video games who are wholly unsuited for anime. The styles of voice direction between the the western and Japanese VA industries is just too great in most cases. Now I will say that the Japanese voice industry is much more organized, but this is both to the benefit and detriment of the industries that hire them. with a single monolithic VA guild, it's easier to get a larger variety of actors than the more regionally organized western VAs, but at the same time, it's also much more costly to license, especially in the case of video games that later get ported to other systems or regions. American voice acting is usually "for hire," meaning that the VA gets paid for the initial performance and that's it.
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Post by Scars Unseen on Jul 13, 2016 18:36:22 GMT -6
I don't think it's so much that English voice acting is poor(see Legacy of Kain series, most Bioware and Naughty Dog games, etc) so much as that it is just largely unsuitable as a replacement for Japanese dramatic theater traditions, which is where modern Japanese voice acting evolved from. You'd get equally cringey/laughable results dubbing an American movie in Japanese(believe me, I've seen a few...). In order to get good, equivalent results, you need both the dub's director and actors to study the original, and probably Japanese theater traditions as well.
There are some exceptions where the source is closer to western drama than others where American voice acting happened to fit in(Cowboy Bebop being the most notable example), but for the most part, that's the reason that dubs seem off even when performed by otherwise accomplished VAs.
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Post by Scars Unseen on Jul 13, 2016 8:52:29 GMT -6
Well, as long as we're transferring stuff from the Shoutbox convo, I'll toss in Aoi Yuuki for consideration. Another voice actress with a lot of range, having voiced characters like Madoka from PMMM, Clementine from Overlord, Fremy from Rokka no Yuusha, Tatsumaki from One-Punch Man, Krul Tepes from Seraph of the End, and many more.
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Post by Scars Unseen on Jul 12, 2016 7:25:49 GMT -6
By the way, looking at some of the above posts, it appears that the "Edited by" line on edited posts has a 0 px right margin in the text box. In Rixuel's post I had to double check his user name because it looked like it was cut off.
Actually, it looks like that's the entire post box that's got the problem. If you look, you can see the white line at the top of each post extends all the way to the right, but not the left.
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Post by Scars Unseen on Jul 11, 2016 1:56:09 GMT -6
A bit of feedback on the new theme: looks great overall, but with the Profile/Avatar section of the page now being visually separate from the Post section, having the Quick Reply extend across both sections looks a bit off IMO. May be worth setting it to the same width as the Post section and see how that looks.
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Post by Scars Unseen on Jul 1, 2016 17:14:44 GMT -6
One little tought that I had the last time I played this, was that there should be a sound effect that plays when you don't have enough magic to cast a certain spell. I remember a few occasions where I would try to quickly kill an "Amy" using the water spell, and wonder why it wasn't working until I looked at my magic meter, and then facepalmed. So yeah, maybe add an audio cue for when you try to cast a spell, but don't have enough magic to cast it. Maybe something like this would work?
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Post by Scars Unseen on Jun 29, 2016 8:48:58 GMT -6
I'm not talking about every little visual change from equipping head gear or shoes. Just one for each alternate outfit, such as the Pure Miriam or Plague Mask Miriam concept art we've seen. Here's the concept art I'm talking about:
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Post by Scars Unseen on Jun 29, 2016 7:19:46 GMT -6
So the Demo menu has a portrait of Miriam in it, posed like she was in the Turnabout video. It looks nice enough as it is, but I was thinking it might be nice to go a bit further and make her portrait an actual portrait painting, with different portraits being available to suit different outfits. I got the idea from the portraits from the various chapters of the Umineko visual novel(examples shown below). I think it would be more interesting than just a still render of Miriam. Any thoughts?
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Post by Scars Unseen on Jun 24, 2016 7:03:08 GMT -6
If you really want to get into creepy sexualized monsters, there's always this.
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Post by Scars Unseen on Jun 23, 2016 20:17:42 GMT -6
So continuing to play the demo, I really do have to reiterate that the Right Stick aiming bothers me a lot, to the point where I don't even bother using directional aim except to light that one cannon. Every time I've tried, I reflexively try to aim with the left stick and end up getting hit instead of killing the enemy. The problems, I believe, are twofold. First, pretty much the entire game, you'll be hitting the ABXY(or equivalent) buttons with your thumb, but if you want to use directional aim, you have to move from that position to using your thumb on the stick, breaking the flow of combat and preventing any easy or comfortable way of aiming while jumping. Secondly, anyone who has been gaming for a long time has pretty much been trained by 2D platformers to have aim and movement work on the same axis. Super Metroid is probably the easiest to remember example, but Super Castlevania IV also works. The only benefit I see of having aim on a separately controlled axis is the ability to aim in a different direction from your movement, and I don't really think that benefit is worth the loss in response time and fight against muscle memory that it brings with it. At the very least, I'd like to have the option of rebinding movement and aim to the same stick. EDIT: And before anyone brings up the fact that we've been using dual stick for 3D games for a long time now, let me point out the following: - Those games also typically use the shoulder buttons as the primary action buttons
- 3D movement has different requirements than 2D movement
- It's not really the same. In modern 3D games, they have Forward/Backward movement on one stick and Right/Left strafing on the other. Try one of the early 3D games that put all movement on one stick and aim on the other. There's a reason we don't do that anymore.
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Post by Scars Unseen on Jun 23, 2016 18:34:58 GMT -6
gameviewz the Amy shard only has a 1% drop rate. I gained a few levels trying to get one without success.
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Post by Scars Unseen on Jun 23, 2016 18:30:43 GMT -6
How did I know we'd end up with a monster boob thread?
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Post by Scars Unseen on Jun 23, 2016 18:05:57 GMT -6
venat A couple of comments on your suggestions: - Dynamic lighting and shadows would be terrible for a game like this. It pretty much destroys the 2D illusion. Arc System Works did a panel at GDC last year that explains this and other issues with making 2.5D look closer to 2D.
- Not too keen on the idea of holding down a button for a stronger attack since that breaks the flow of combat, but I believe the idea is that there will be some weapons or abilities that will have special attacks available via button combos(like SF2's Hadouken). Not sure if that's confirmed or just an idea that was being tossed around.
- Not sure that a 3D model for the menu is needed or even desirable. In fact, I'd personally go the other direction and give her the appearance of being in an actual portrait painting(something along the lines of this), with completely different portraits unlockable along with the unlockable alternate outfits.
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Post by Scars Unseen on Jun 23, 2016 17:46:29 GMT -6
Anyone else notice they completely got rid of the doll house look? The tilt is almost gone in fact. It's pretty close to being straight on and it gives it quite the nice 2d feel to it. Im glad they seemed to listen when it came to those complaints, it looks great now Yeah, one of the things I've brought up elsewhere when people try to compare MN9 to Bloodstained is how IGA has taken community feedback into consideration during development, and this is one of the most visible changes along those lines(aside from the shader itself). I'm really happy with the way things are going on this game.
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Post by Scars Unseen on Jun 23, 2016 2:00:39 GMT -6
Okay, so just played the demo for the first time. Some initial notes: - The team definitely captured the feel of IGA's Castlevanias. That above anything else makes me excited for the final product.
- The visuals are also fantastic. Although it's obviously not a 2D sprite-based game, it never looks like toys on a stage like some other 2.5D games do. Lots of praise for that shader.
- Some may disagree, but I think the movement animation is great. That moment where Miriam moves backwards a bit as she changes directions is a nice touch, all the more so because it doesn't actually decrease the responsiveness.
- Not really thrilled with aim on the Right Stick. I use the same finger to manipulate that stick as I do hit the Y button on my Xbox controller, making it very awkward to use. If no Y shard abilities are directional, then it might be okay, but it seems more intuitive to aim with the normal directional controls than to have a separate control just for that purpose.
- This is probably an early build thing, but currently Miriam clips through the walls.
- Some of the platforms, the nets mostly, aren't immediately obvious(I had to check my map to realize I had missed the way forward). Maybe a bit more contrast would be good for some of those. On the other hand, it may just be something I get used to.
- Speaking of platforms, when Miriam jumps through passable platforms, she currently passes behind them. It's nothing major, but it does look slightly peculiar. It may be worthwhile to try a build where she passes in front of them and see if that looks better.
- Finally, thanks to IGA, Mana, ArtPlay, Inti Creates and everyone else who helped to bring this demo to us. I haven't been this excited for a new game in a long time.
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Post by Scars Unseen on Jun 14, 2016 9:21:05 GMT -6
are we receiving the demos through our emails or steam accounts? Hi, I don't think the information Mike quoted really addresses this specifically, so: it will have to be in an e-mail since they wouldn't know everyone's Steam accounts. That's pretty standard for Kickstarters anyway. I've always gotten either a link to a site or a Steam key directly in my email.
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Post by Scars Unseen on Jun 14, 2016 8:35:29 GMT -6
They made it! Glad to see that the second try paid off.
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Post by Scars Unseen on Jun 9, 2016 20:52:25 GMT -6
Not a fan of the edit. It looks like a 2D version of the obnoxious excessive bloom lighting trend we got in the early aughts. The original is pretty much perfect for me, influencing the coloration noticeably to the nearest background elements and just a hint at the far wall.
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