Post by Goobsausage on Jul 6, 2017 23:02:56 GMT -6
I've had a busy past few weeks.
First, I got a new job! It is full time, better than both of my current/old ones, and I start next week.
Second, I've been dealing with my final weeks of retail, and those included Father's Day and 4th of July weekend. Pretty crazy.
This week I've been following SGDQ 2017. Today, I ordered a copy of the Fangamer's new bad translation book, picked up my badge for RTX 2017 (waited in line for two hours!), and saw Spider-Man: Homecoming (I wasn't looking forward to it that much, but it actually ended up being a pretty solid movie and I really enjoyed it).
While I'm looking forward to RTX, I might not be seeing the Netflix Castlevania premiere that'll be held there like originally planned. Andy Serkis, one of my favorite people in the world, is doing the keynote at around the same time and seeing him speak is a bigger personal priority for me. But I'll try and make it to a panel with people who worked on the the show and watch it as soon as I can.
castledan as i said before, i think people says Bloodstained is slow exactly because it mirrors Symphony of the Night, a game with a 20 years old gameplay style that IGA never really wanted to update too much. I'm okay with that, because i really love how Igavania games feel. That is what we wanted. That is what we are getting.
Yän i agree with you. All Bloodless attacks are punishing, with the single exception being Blood Rain.
I know but I've responded to that. All his games are the same way, and a lot of these people are claiming to be fans of HIS games.
I'm gonna use an example.
Let's say Ed Boon got fired and he started a spirtual successor to Mortal Kombat. As a fan of Mortal Kombat I'm not gonna complain that the animations of his spirtual successor aren't smooth enough, or the blood effects are too ridiculous and over the top. That's the type of games he makes. The animations are purposely stiff, the blood is purposely over the top. It doesn't matter how 'old' the games are it's his style. If you want a persons style that's what you're getting.
So with IGA you get slower moving characters and floaty movement, and as the game progresses your character gets speed upgrades. That's been an aspect of all his games it's not a ... '20 year old' function it's his style. A style that all these people who claimed to be excited he's back have loved from any number of his other games but choose to complain now. People expect IGA to make an un-IGA game. They want the visuals to look like Ori when that's not the IGA art style, they want the movement to be quick and twitchy which is nothing like IGA's animations or movements. Do you look at a Strider game and go man the character is too quick they need to give it a more realistic sense of weight? No, because that's not the style of those games.
Now if we are talking about the animations not making the translation to 3D well and they need to be improved so it looks better at this speed than that's a different story entirely. If we were talking about new people who haven't touched or played IGA games before again that'd be different. I'm talking about hardcore IGA fans complaining about IGA consciously making this game feel like his other games. He's not modernizing or aping someone elses style it's been obvious since day 1 that he's making a game like his other games because they've been gone for a while.
Don't take my long rant personally I'm just incredibly stubborn when it comes to this specific element more so than anything else. Playing the demo it felt like I was playing one of IGA's games. To me that's a success not a failure, and I certainly don't want it ruined and to feel like some other game.
Sorry for my long rant. I love going in circles with people.....CIRCLE LIKE A MOON THAT IS
People can make different types of games in different styles and it'll still be "their" games because they're the ones making it, though. Art/media doesn't have to adhere to a certain specific formula. Ed Boon made different styles of games (2D, 3D, tag team, crossover, platformer spinoff) and they're still "his" games.
If IGA changes anything from his old games in Bloodstained, it'll still be an IGA game because he's the one making it.
Post by Goobsausage on Jun 15, 2017 14:46:39 GMT -6
The most common issue I've seen with Bloodstained outside the forums is that Miriam moves too slow or too much like Alucard in SOTN. I'm all for letting IGA make the game he wants to make, but if it's possible/feasible at this point in development and he's open to feedback from this year's E3 demo, I'd like to see Miriam's default speed and movement increased in order to appeal to wider audiences and keep up with modern gaming standards.
I know fans are defending the movement as it is now ("it's just like SOTN", "it's an IGA game", "the older Castlevanias played like that too", "this article is wrong, the controls don't feel too floaty, they feel perfect", "this is exactly what they pitched on the Kickstarter"), mostly here on the forums, but it's making me think about how Yooka-Laylee was considered toomuch like the games that inspired it, met with a resounding "meh, it was okay", and not a lot of people really liked it outside of those who backed it. It feels like we're heading towards a "be careful what you wish for" situation.
Post by Goobsausage on Jun 14, 2017 16:52:44 GMT -6
Booths at cons and trade shows usually clean out stuff they don't need as the event closes. This sounds like a fun method to give away promo art to people who will appreciate it instead of just throwing it away.
Post by Goobsausage on Jun 11, 2017 13:11:55 GMT -6
I chose random, but I would much rather vote for another option mentioned on the poll: Scream the first time any unique shard is collected on a playthrough, don't scream for subsequent shards of the same type on that same playthrough what Castledan suggested more succinctly than I did earlier in the thread.
I don't like the idea of hearing the scream every single time because it seems like one of those things that'd get old quickly, but I like the story/in-universe idea of shards being painful. I figured "first time for each shard" would be a good balance between the two and provide a subtle audio/non-verbal story element of Miriam adjusting to the pain.
I don't care how hot she is, something about jumping in a bathtub full of blood with a chick that has her neck slit seems wrong to me on multiple levels, even if technically she's not dead because of the fact that she's a demon. Actually the fact that she's a demon probably adds to that wrongness.
If loving her is wrong, I don't wanna be right.
Whatever you do, just make sure you ask for consent first and respect eachother's boundaries. And maybe have a safe word, like "OH MY GOD WHAT'S GOING ON THIS IS WEIRD PLEASE STOP AAAAAH!"
I'm pretty sure she is going to be playable, mechanically speaking Bloodless doesn't fight like a boss, she fights just like Miriam. She can run freely around the stage, jump and control how much time she stays on air, horizontal weapon swing, backdash, throw projectiles with a hand wave and point her umbrella + aim it up and down. She will likely follow the same control scheme that Miriam has.
Hell, she even has a flinching/staggering animation when getting hit for no reason (The only castlevania bosses that do that are playable characters), she might already be playable to some extent.
Take another closer look at her I noticed that the blood dress she's wearing is actually bleeding(?) from her throat...
That's something badass.
You know what Bloodless' bleeding neck reminds me of? This moment from DC's "The Omega Men," which came out a couple of years ago (it's from early in the series, but spoiler'd for image size).
I'm not sure if anyone involved with Bloodstained reads western comics, but it'd be pretty cool if one of the artists saw that page and went "this bleeding neck is an interesting visual, I wonder if I can include something similar in Bloodstained and crank it into overdrive."
As for Bloodless being playable, I'm all for it. Seeing her in action put her in my contenders for the 3 playable main characters. But if it turns out that's not the case and all the bosses have this much detail, well, that's still a good sign since it means the bosses are receiving a lot of attention.
The boss that awaits the player is a vampiric mistress, Bloodless, whose appearance might be altered in the future.
I actually like how the boss has her own name even though they could've gone with Carmilla or Bathory, it gives me the impression they're building their own lore in addition to borrowing from history already existing mythology. Still wondering why her name didn't get displayed in the actual boss fight, though.
We also saw Bloodless' butt crack when she rose out of the bath. I guess that answers questions people had regarding IGA's stance on nudity. I appreciate how it wasn't fanservice-y and felt like it was handled in a mature manner.
As for the trailer and gameplay videos, I loved everything I saw. But my favorite details were the room at the 32 second mark curving on a 3D plane while the castle map stayed on a 2D plane and the rooms on the map getting filled in two spaces at a time instead of just one.
I was let down at how the long 12-minute video didn't have any music, though. When I heard the bell ringing in the background I thought, "oh, maybe there'll be a cool audio transition where the music begins once Miriam crashes the bell", but that didn't happen. I think the lack of music is having an impact on people's impressions.
As for improvement suggestions...
-I think some of the character animations could be more fluid. -I'd like to see a little bit of movement when landing or jumping chained/suspended objects. -It looked like the bell that crashed went back into a straight vertical position before falling instead of falling in mid-swing.
I also hope Artplay uses all the negative feedback from backers who haven't kept up with the game and non-backers as an opportunity to go "You know what? You're right. We appreciate your feedback and it's valuable for making improvements so we can make the best game possible."
I also hope fans who have been following Bloodstained are gentle with/don't get overly defensive over other people's criticism. Let's try to maintain a welcoming community.
Post by Goobsausage on Jun 8, 2017 11:39:47 GMT -6
This was a good update.
I liked the interview with DICO's tech director and I appreciate how Fangamer respected his privacy, and with the silly moment near the end. That was your doing, wasn't it Fangamer Steve ?
The updated environments are a huge improvement, especially the village! I'm glad ArtPlay listened to feedback.
I also appreciate the links to the interviews that came out between this update and the last one, the forum post explaining 20-30% progress, and the tweet of IGA in the recording booth. There's probably a bunch of backers seeing those for the first time.
Thank you to everyone involved with making the update!
Post by Goobsausage on Jun 8, 2017 11:15:05 GMT -6
I was expecting one of the Austin Alamo Drafthouse locations to host a Netflix Castlevania screening since Powerhouse Animation is also based in Austin and they've done similar world premiere screenings with Q&A's for other Netflix content like Pee Wee's Big Holiday (and they serve food and drinks), but this should make my schedule that weekend much more manageable!
I will be sure to attend it if there's not any scheduling conflicts with anything else I want to see at RTX!
EDIT: According to one of the Rooster Teeth staff blogs, the Netflix Castlevania premiere is going to be at Austin's Paramount theater.
That venue is a big deal.
It's over 100 years old, the interior looks like a fancy opera house, there's a tiny hole in the upper left ceiling that was made by Harry Houdini and has been preserved/never fixed ever since, the sound is great, and there are two snack bars where you can order alcoholic beverages and popcorn. That is probably/actually the best venue in town for the screening.
I'm not saying anything about you, but extending the present commentary on the roster that there's really not a whole lot of women in the game. I didn't know whether your surprise was good/bad, but that didn't apply to what I wanted to say really.
Oh. The "lol" at the end made it seem like you were saying something different. Thanks for clearing that up.
Yeah I'm going to concur in that the leaked roster is actual garbage
No X-men or Fantastic 4 (we knew this was likely to happen but it still sucks!)
Four female characters. REALLY? (Not even Avengers like Black Widow or Scarlet Witch?)
No Black, Latino, M Eastern, etc. characters. REALLY? (Where the hell is T'Challa? Kamala?)
Nemesis over Wesker? TWO GnG characters? No Akuma? No BoF character(s)? No Gene or Asura? Capcom choices are so poor even though they had more freedom than Marvel
In addition to the other Marvel omissions you get things like no Loki, Defenders (Marvel TV universe characters), etc. MCU choices are substandard!
Tiny Roster when so much of the cast is C&P from UMvC3. This screams small budget and/or dev time >_<
Sigma is one of the final bosses and isn't even in the base roster? (again old news but extra dumb in context of full roster)
Like I'm super glad the X series is finally getting its due and a few characters like Jedah are interesting but this roster sucks! It screams "buy the DLC to get characters you actually want!". This of course aside from other issues like aesthetics and some gameplay changes I'm not 100% sold on yet.
That's pretty much how I feel about the supposed roster, but also I'm surprised Gamora made it in over Star-Lord.
Post by Goobsausage on May 29, 2017 12:31:20 GMT -6
Last week I had some long, exhausting shifts at work where it felt like my brain was melting.
However, it ended on a high note when some friends and I got to see "How Did This Get Made?" record a live show on Saturday. I still can't believe we managed to snag some tickets. The movie they talked about was Timecop. If you're a listener, I hope you enjoy the episode.
Post by Goobsausage on May 25, 2017 11:15:06 GMT -6
Were there ever any updates, blog posts, or tidbits from animators on social media about why Ren's design was changed? I don't remember hearing much about that except for watching a little bit of one stream where a Lab Zero animator was working on the new design and also drew them as a car from a Cars movie in the upper-left corner.
On another note:.......Why is Alucard sleeping shirtless?! XD
Maybe it's there to as a small detail to help show his human side and have the audience relate to him. Speaking from personal experience, it's both comfy and a totally normal thing to do. "Ohh, the vampire guy sleeps like I do! That helps me relate to him on a personal level."
It's also good to hear everyone at ArtPlay liked the trailer! Hopefully they'll have enough time in their schedules to watch the whole season. I'd like to know what they think.
I also realized it'll probably be a little while before I can watch Netflixvania for myself. SGDQ 2017 is going on week it comes out and I'll want to watch/catch up on as much of that as I can, and I'm going to a con that same weekend.