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Post by Redogan on Feb 13, 2019 18:55:52 GMT -6
Game looks great! I don't see what eru is seeing either purifyweirdshardYou just can't please some people. Bloodstained already looks better than I ever expected it to. Keep up the good work IGA and team!
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Post by Redogan on Feb 11, 2019 14:02:52 GMT -6
Brent, yes the camera-facing bricks that frame the stage are rendered quite differently compared to the quality of the assets in the 2016 demo. From 2017-2018 there was a cut in quality (textures and/or polygon count?) but the assets were still aiming for a look that incorporated a sense of realism even if it wasn't executed as well. These new assets are simpler in both design and shading. There's no longer an attempt to blend realism and art in my opinion. Instead it has a more cartoon-ish 3D look to it that would feel more at home in a game like Crash Bandicoot. This is very unfortunate considering how well these types of assets looked back in 2016. And its not just the rocks in the foreground. Look at the columns/pillars in the foreground and in the mid-section of the room, and the stacked stones that make up the arches connecting the columns, the same applies to those assets. Just because the 2017-2018 look didn't incorporate a sense of realism as well as the 2016 version did doesn't mean it should be abandoned altogether. In addition the new look, based on what's been shown so far, is too generous with the application of strong colors. Yes strong colors are an important part of any CV game but this look is much too generous and uniform in its application of bold colors throughout the stage and especially moving from the foreground to the background. In the current build there is also a more conservative application of shadows to contrast these colors when compared to the 2016 version for a room this size. My recommendation to Way Forward would be to look at both the art direction of the concept art and concept execution up to the game's demo in 2016 for inspiration on improving the visuals of the game. We are lucky to have a team as talented as them working on this project that in my opinion is just as capable as Inti Creates on delivering the look that was originally showcased. It would be much appreciated if the team at 505 Games would forward this feedback to the development team. Thanks. I disagree with your opinions on how the game looks. I feel that the game looks fabulous and has only improved from the beginning. I hope that the development team continues to make the entire game look as good as those recent screens.
I feel it is unnecessary, at this point in development, to submit this kind of thing to the development team. And I feel it is way too late to be changing how the game looks (unless we want the game to be released in 2020 or beyond). If this feedback IS forwarded on to the dev team, please also let them know that the poster's opinion is not universally shared among the community. Thanks.
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Post by Redogan on Feb 2, 2019 9:57:53 GMT -6
I really like the visual updates. I don't get how people want the game to look darker. I feel like that would be worse. You can have too much color, but you also don't want to have everything dark and muddy looking. They did a great job with the Vepar redesign. Took a lot of the flamboyant color out and made it darker, but still colorful and shiny. I feel like that is what is happening here as well. The colors are vibrant, but not overly so. A gothic-themed video game can still have a lot of color and shiny lighting. The result is a more realistic look that trumps the more cartoony vibe that so many people want this game to end up being.
I say great job on the visual updates. Please continue this throughout the entire game.
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Post by Redogan on Dec 13, 2018 19:12:48 GMT -6
I think Miriam should have a Crystal Shard Hand that is an aim-able ability (like the fire ability from the demos) that shoots out a crystalized hand to grab onto special grappling points throughout the world. It is like the whip-swing from SCV4 or the magnet ability from Order of Ecclesia, but would work more like Death's Grip ability from Darksiders 2 (but in 2d/2.5d). You would use it to launch yourself across chasms or vertically to reach very high areas.
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Post by Redogan on Nov 27, 2018 13:25:57 GMT -6
Sorry to hear about your flooding issue. I feel your pain with the vacuuming. A couple of years back my hot water heater started pumping water out of the overflow nonstop during the night. We woke up to 2 inches of standing water in our basement. It even got under the carpet in our basement bedroom. Luckily, I was able to vacuum it all out/dry it with fans, etc. before it did any major damage. But that was an all day affair.
So, how was Crimes of Grindelwald? I saw the first one and enjoyed.
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Post by Redogan on Nov 2, 2018 6:32:27 GMT -6
Before entering this thread, I thought you meant what in-game abilities should be unlocked from the start. Like: displaying enemy names, displaying damage numbers, double jump, moon jump, wall jump, backdash, etc.
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Post by Redogan on Oct 25, 2018 19:51:33 GMT -6
I think the female lead was a mistake. IMO, it is a really bad idea to change something like the gender of your main character just because "the Western audience would like it more." Should have stuck with his original idea to have a male lead. Zangetsu would have been a perfect lead character. Or even Alfred. Or even better: have an unsung lead character that could be male or female and center the story so that it works for either gender (i.e. Dark Souls, etc.)
I'm fine with how Bloodstained is now, but future games should go with the creator's original vision and not pander to some temporary audience fad.
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Post by Redogan on Sept 26, 2018 10:14:30 GMT -6
1) Dead Cells 2) I enjoy seeing games re-made in HD as long as enough care/detail is put into the remake. 3) Can we go arcade with this? I'd like to see Magic Sword remade as a single player adventure in 3D (not 2d side scrolling). It would be great to explore the tower, find secrets and hidden comrades, and take down enemies with some good 3d melee combat mechanics.
Oh, and question for Ben Judd: "How do you feel about Bloodstained's development? The delay to 2019? Do you still feel as excited and confident for the game post-Beta-Backer-demo?"
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Post by Redogan on Aug 8, 2018 12:53:01 GMT -6
My daughter was born today. We decided to go with Raya Melanie Somervell for the name. Baby and Mom are both doing great! Very tired, but happy none the less.
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Post by Redogan on Jul 11, 2018 5:49:07 GMT -6
Good points, all. Yeah, the suggestions for toggles people are making are not BAD at all. And I can't give you a good reason to not include them (unless it is not feasible from a development standpoint).
"So instead of saying "do it my way", they're saying "can you make it so that I can play my way, too?"" This is a good point. I had not thought of it that way.
I guess it is just me being in "crash position" for too long. I see complaints and the wish for a toggle, and I take them as a negative, when it should really be more of an additional choice for the players.
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Post by Redogan on Jul 10, 2018 17:06:08 GMT -6
Just take a look at the list you already have for toggles. That would take up multiple pages worth of options! (Unless you use an incredibly tiny font--which would make it difficult to read.)
I mean no disrepect and maybe I'm just reading too much into what people are asking for, but I do feel that too many options/toggles is a bad thing. It seems like that is what people resort to when they don't like something. When I read it, it sounds like people are saying, "I don't like this part. Make it the way I want and then let people choose whether to use the original idea or go with what I want."
I would expect the first set of options and the second set if on PC, but the third set is the type of toggle/option that I think is more like a menu you would find in a mod or cheat engine of some sort. (Possibly move Xbox/PS button prompts to the PC section and Text language to the first set of options.)
I love your avatar on your profile. Vampire Hunter D is just awesome!
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Post by Redogan on Jul 2, 2018 19:57:55 GMT -6
Sorry to hear you are having screen tearing. I was worried about this before I played the demo, and I have been looking for it. I'm happy to report that on my end, I have experienced zero screen tearing. Maybe it is related to video card or other pc specs?
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Post by Redogan on Jul 1, 2018 19:56:57 GMT -6
<rant> Everyone seems to want a toggle option for pretty much everything in the game. Toggle language, toggle shader, toggle lighting, toggle cutscenes, toggle animations, toggle voice acting, toggle screams, toggle magic doors.......
"I hate that boss! I just can't get past it." Toggle it!
"I really wish the game were just 2D." Toggle it! (It won't take them any time at all to recreate the game in full 2D.)
Man, I would really hate to scroll through THAT options screen........ It would be more like a cheat engine at that point.
</rant> I mean no disrespect to the people who would really like an option for this or that, but it really just seems like people want an option to use or not use everything in the game! Choice to the players is great most of the time, but too much choice would lead to a horribly inconsistent game if you ask me.
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Post by Redogan on Jun 29, 2018 23:40:01 GMT -6
You can also get stuck in chunks of debris in the Garden of Silence. Just do the katana dash toward the debris. Happens in the debris in the room after the room accessed via the iron maiden. Also happens on the bottom floor just as you enter the Garden of Silence. Once you are inside the debris, you can't get out.
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Post by Redogan on Jun 28, 2018 16:46:56 GMT -6
Oh, the other thing I found is that there is no indication of how many of an enemy you have killed for a quest (i.e. quest progress). So, if I take a quest to kill 3 Dullahammers, then I should be able to see somehow the number of Dullahammers I have killed and how many I have left to kill to complete the quest. Right now, you just have to count and remember to know when to head back to collect the quest completion award.
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Post by Redogan on Jun 28, 2018 14:31:31 GMT -6
Spent about two hours playing the demo. The lipsync issue could use some work. I think they are already working on that though. Other than that, I have found very little that I would change. I would not change any of the fonts as others have suggested. As they are, they are perfectly readable and elegant. No change is needed IMO.
As I've posted in the shoutbox, I'm worried at this point that the devs will change too much due to feedback. This demo is near perfect if you ask me. The game plays ultra-smooth. The music, sound effects, and voice acting is/are superb. If I had to make a list it would be this:
1) Lipsync issue in dialog scenes. Not a deal breaker, but if the animations/movements of the mouths matched up a little better somehow, that would be great. 2) Roaring waves in the background of the Galleon. Sea should be calm when docked. Not to mention that Vepar has been defeated. Again, not a deal breaker, because the background waves could still be churning on the back end of the ship even while docked. 3) Area sensitive save rooms. Keep the couch, but have the background match up to whatever area Miriam is in. Ship room for the Galleon, mossy overgrown weedy room for the Forest, etc.
Again, I stress heartily that everything else should not receive heavy modification, IMO. Only tiny tweaks and bug fixes--not design changes. Otherwise, we open up to the chance of changing things for the worse.
Lastly, way to go IGA and Bloodstained team! Keep up the great work!
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Post by Redogan on Jun 25, 2018 21:01:43 GMT -6
I think the magic doors are OK to have. It's no different from Metroid having red doors that have to be blasted open with missiles. There is no point other than stopping the action and making you waste your ammo. Maybe Miriam won't be able to open these doors at some point in the game until she reacquires some magic that she loses along the way. Or the door may not open if the person approaching is too affected by the crystal curse. As far as functionality goes, I'd say that the direction you have to move the stick will change between doors or even have a moving target on some doors.
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Post by Redogan on Jun 20, 2018 11:29:34 GMT -6
I have the original PS1 black disc for SotN. I play it on PS1, PS2, and PS3. They all seem to run the game exactly the same. I also have a digital version of SotN on the PS3 (downloaded from the PSN). It, too, runs exactly the same as the others. The advantage of the PS3 is that it will make a virtual memory card on the PS3 hard drive to store your saves. (Yay! No memory cards to keep up with!)
I have Dracula X Chronicles on PSP. The version of SotN there is suboptimal in my opinion. I don't like the voice acting updates and some of the changes to other sound effects in the game. If you ask me, stick to the original.
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Post by Redogan on Jun 19, 2018 15:35:01 GMT -6
The only problem I've come across with any of the fonts I've seen in Bloodstained so far is occasionally the ellipses are floating at mid-level instead of at the bottom of the other characters. Watch the 16 min IGN footage again to see it if you haven't already. Fix that and don't touch the actually font family/size and I'm good to go.
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Post by Redogan on Jun 17, 2018 21:38:30 GMT -6
I've been thinking about this on and off.
Option 1) Tweak the animation a bit or just zoom out so the de-sync of the dialog isn't noticeable. Option 2) Use portraits. Option 3) Just don't have the characters' mouths move AT ALL during the dialog.
The portrait option runs into the problem of having head gear show up in the portrait. They can't create a portrait for every possible head gear Miriam could put on. That would be too much.
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