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Post by Dragon_of_Dojima on Mar 7, 2020 11:04:15 GMT -6
I'm with Snorlax on this one. The second I touched a playable version of this game, I immediately thought "Rougelike would be impossible". I was willing to keep an open mind, but I'm sad that I ended up being right.
It's been one thing after another with this game. At least unlike Mighty No. 9, you avoided the fate of being a mediocre(for the first few minutes) to an absolutely awful experience all around. The game is great. Out of the two games I backed that eventually had 505 involved, the other being Indivisible, the quality lies with this one. The irony is that this game was even more rushed than Indivisible. The other thing that Indivisible seems to be doing right is delaying the Switch version until it is absolutely ready. It would not surprise me if it had something to do with this game's Switch port being the disaster that it was.
To those of you worrying about the Classic Mode, I wouldn't be surprised if it ends up being something completely different. Let's face it, this Kickstarter has been off the rails from the start. The prequel 8-bit game turned into this weird, yet awesome, alternate universe game that has nothing to do with anything. Despite my issues with the story, a prequel would have been cool. I had a guy many months ago react with shock to my lack of knowledge that Inti Creates is no longer involved with the game. I didn't learn that until the betas came out and bothered to ask. It wasn't in any update that I can recall. In short, they swapped out a publisher, a partner dev, and then had to bring in another developer for the last 5 months or so. Speaking of that developer, I'm still waiting on Jake Kaufman's music. People were upset about the visuals, they spent a lot of time on those in general. There was that little issue with cancelling 3 ports. Nothing too big right....RIGHT?
I didn't find out about the cut boss until I read this thread. It made me realize that the turtle boss was the only boss from Curse of the Moon that didn't show up.(technically) Frankly, it wasn't a very good boss in that game. I'm always up for more content, but the bosses in this game have been less than stellar. Especially some of the ones from Curse of the Moon. I still recall a boss I was excited for getting stuck in a wall. Another boss I was excited for didn't even fight back...it was a mercy killing.
I've talked a lot around it, but I never addressed the actual elephant in the room. I didn't personally back this game for it. I thought it would have been a neat bonus if it worked. This randomizer looks like a feature I would never touch. I prefer content like characters and classic mode to making my experience "wacky or random", it tends to resonate with me more. That's partially why I've never been into rougelikes in the first place. I prefer carefully constructed content by a human hand.
Less is not more, so them bringing something else in its place instead of just leaving it out will always get SOMETHING of an approval from me. Just don't cut the third character and instead give us Green Miriam and call it "maniac mode" or something. Maybe I shouldn't give them ideas....
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Post by Dragon_of_Dojima on Dec 10, 2019 0:02:27 GMT -6
One thing I've noticed from other games, indie games and the like, is that DLC is always a problem on XBOX. The Bastion DLC was unable to be free initially, Skullgirls DLC would always take forever to get approved, patches for most games would take an eternity, and now these problems. I'm really curious as to what is going on with Microsoft.
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Post by Dragon_of_Dojima on Nov 6, 2019 22:22:37 GMT -6
I think following in MN9's footsteps with stretch goal ports was a horrible idea to begin with. You have a slated developer who claims they can get UE4 working on Vita and Wii U...that's already a lofty goal as it is but now we don't see that developer at all anymore. They skipped town like they were skipping alimony payments. I mean that sort of wizardry is probably possible but would fall under miracle tech genius like the studio Panic Button. Wolfenstein 2...AND Doom(different engine, I'm well aware) on Switch and they look amazing and run pretty well too. I mean at the end of the day, it's the carpenter and not the tools. Any engine, even with its limitations or faults can accomplish great things. I was under the impression for a while that UE4 and Switch will never get along, but then I saw Dragon Ball: FighterZ run on it, I saw Yooka Laylee 2 run on it, Yoshi ran pretty well on it too. Even the best carpenter can fail if they don't have a solid plan. A straight port was a mistake and I knew the minute I heard that the Switch port would only be delayed by a month or less that it would be a disaster. The plan should have been computers first, then PS4/XBOX later, then everything else. Sure more people would have waited, but a more stable product would come of this. But hey, I'm just an observer. You guys are the experts. So I say once again, good luck.
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Post by Dragon_of_Dojima on Oct 31, 2019 16:08:01 GMT -6
I hate the fact that the Switch version was as broken as it was to the point where the bulk of the resources and about 4 months had to be dedicated to fixing it. I hate the fact that this happened and the circumstances around it. I'm glad that it's mostly over. The stretch goals and free DLC can finally be worked on (mostly) full time. I have no idea what's going on with the Xbox version per say and I'm currently playing the game on PC so I already have most of the updates including nerfs I never wanted.
When Zangetsu is playable, I will be a happy man again. Whoever the third character is, when they come out I'll be even happier. Good luck.
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Post by Dragon_of_Dojima on Sept 29, 2019 18:30:03 GMT -6
I'm hoping the Zangetsu mode has a bit more thought put into it than previous Igavanias. It's starting to sound like the physical PC versions will come before all the content is finished. That's a pity. That was one part of the previous update that I was happy about. Oh well. Either way, good update. This Switch version was a nightmare all around.
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Post by Dragon_of_Dojima on Sept 21, 2019 7:43:21 GMT -6
It's finally here, the Indivisible opening. It looks good!
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Post by Dragon_of_Dojima on Aug 14, 2019 6:39:27 GMT -6
Finally. Not only that, they updated the indiegogo as well, which is what I was mainly asking for. Add to that, they got my request to reduce the shirt size I ordered.(I was about 40+lbs heavier when I first backed this game) Good on them for having a release date. However, what makes Lab Zero special is what they do post launch. If it goes like Skullgirls, it's nothing short of incredible.
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Post by Dragon_of_Dojima on Aug 2, 2019 6:57:07 GMT -6
The minute I saw that strawman quote about the DLC and how it was handled, I just knew someone else would notice it. Some might be taken aback by it, others won't. Also, just because he said "that's a very good question" after a sarcastic comment doesn't legitimize it. It kind of adds to the sarcasm, which can be off putting. I raised an eyebrow, but I've learned years ago to not let petty stuff like that get to me. It's not even worth the intellect, even if that wasn't his intent which I am willing to believe.
I'm also baffled by the balance changes and don't see myself picking up the game again until some of the more major updates happen down the line. That way it feels like a completely different game rather than fixing things that weren't broken.(or THAT broken)
Seeing as how the Switch version is getting the bulk of the resources right now, we could be waiting a while for some cool new stuff. Wayforward and Epic Games huh? Oh boy...
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Post by Dragon_of_Dojima on Jul 24, 2019 5:29:37 GMT -6
Wow...this is the first time I've seen a problem like this.
Have you tried using only your fists(legs) or dagger and then when the time comes, using the Zangetsuto?
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Post by Dragon_of_Dojima on Jul 24, 2019 5:27:59 GMT -6
Monster. Easily. Best manga and it's a pity my buddy didn't bother with it or the equally excellent anime because "he didn't like the art style". I guess people have an aversion to characters with actual noses.
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Post by Dragon_of_Dojima on Jul 19, 2019 18:39:14 GMT -6
The only UE4 game that I've seen that runs at 60FPS on Switch at all is freaking Yoshi...and that game was running Sub-HD if you can believe it. I've searched high and low for games on that engine that managed to reach that threshold and stay there...and I'm sorry guys it's a very high likelihood that it's not happening. The switch is tablet, and a dated one at that. You could call it poor optimization, but not even Snake Pass runs at high frame rates on it. Have you SEEN Snake pass?? Heck, Octopath is a completely sprite based 2D game and not even that runs at 60 on switch. Those games also run on UE4.
Now take a moment, to think about Bloodstained. Take a moment to recall that massive outcry for better visual fidelity and detail and how the game was delayed to meet those standards. This game is much more visually detailed than Yoshi, so simply lowering the resolution to sub-HD will not solve this. It would have to look like the Beta version again(which I personally didn't have too much of an issue with, but let's set that aside) and that's being generous.
A friend of mine suggested Panic Button, who managed to get DOOM and Wolfenstein 2(both run at 30FPS by the way) to run on the Switch pretty well all things considered. That could be a good idea, but bringing in yet another studio at this point might be asking a lot. If only they knew about them instead of "Armature Studios" who's pedigree frankly doesn't inspire confidence.
I am so damn sorry about the Switch version guys. I really am, no one deserves this. I figured there would be red flags the minute they announced it was coming to the Switch at all.(They confirmed it with the performance stats)
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Post by Dragon_of_Dojima on Jul 17, 2019 20:42:49 GMT -6
This was one of the things that I was asking about. I even went on Jake's website and asked through the website contact us, but I doubt I'll get an answer. Everyone seems to only answer on twitter and I refuse to make one.
As far as not getting the English version of the vocal track, it's current form is ROUGH and RAW composition and production wise. It needs a do-over and a touch up. I'm willing to wait.
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Post by Dragon_of_Dojima on Jul 16, 2019 18:55:16 GMT -6
If I didn't like PWS so much, I would say GET BLOWN OUT.
....screw it. GET BLOWN OUT.
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Post by Dragon_of_Dojima on Jul 16, 2019 18:37:34 GMT -6
I'm guessing this is a case of simply not reading the room? I answered that survey honestly since they didn't give me the option to say NO. I decided to compromise hoping they meant well after the expansions. I do want some more cosmetics at some point...but don't ask me now and especially not when their game across the platforms needs patches and those expansions first. Switch owners and Xbox owners seem to be suffering the most. I wish them luck regardless.
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Post by Dragon_of_Dojima on Jul 16, 2019 18:34:29 GMT -6
When factoring in size of the castle, I don't factor in the inverted castle from SOTN because the inverted castle SUCKS MY BALLS...and not in a good way. Care to guess which shard is my least favorite in Bloodstained by default?
Back to the regular grievances, I definitely understand and see where you are coming from for quite a few of your points. I'm all for improvements and the enemy variety/end game parts don't seem like they will get fixed outside of a sequel. Den of Behemoths was an exercise of frustration not for difficulty, but for being a pain to navigate and really boring. Not sure why the ice part was so short either, but hey. Also, the english version of the fairy song is subpar, especially when I think about the english Fairy song in Symphony and how well produced it is.(Or compare it to any Wayforward vocal tracks) Someone needs to go over that again and touch it up...or re-record it. This is why I said they should have taken as much time as they needed.(Maybe to Winter 2019?)
I'm happy with the game so far and I'm excited for the expansions.
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Post by Dragon_of_Dojima on Jun 24, 2019 17:12:56 GMT -6
I was just talking about this with a friend. I usually go by steam review count for sales, which is probably a bad idea anyway. We'd have to disregard the backers as everyone $28 and above got copies. I wouldn't consider that a sale. Here's hoping it did well.
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Post by Dragon_of_Dojima on Jun 21, 2019 22:37:47 GMT -6
The ending dialogue with Dominique is kind of awkward when I haven't sold her any shards the whole game. Would have been interesting to change it up a bit based on player action. Myself and another user here do not like how they handled her, Alfred, and Zangetsu at all. These were all good characters until the game decided to
SPOILERS
Give them the idiot ball, and also turn Dominique evil at the last moment. I have a theory: I'm sure I'm not the only one who thought those in-game readable text were heavily implying that Johannes was evil and those were possibly his. I've even read on here before the game came out that some people figured his design gave it away.(Weirdly enough, I thought this about both him AND Dominique)
Something tells me that they were setting this up, but then changed their minds later on in development. As a result, the texts now feel like further insight into Alfred from some stranger's perspective. Completely impersonal and somewhat detached all things considered since not a single text(that I've found at least and I've gotten 99%+ map) has mentioned Dom in any capacity. Just the church...and barely at that. That sort of thing has been done in games like Resident Evil and such. However, in a compact game like this that already feels underwritten, we're going to run into a bigger problem going this route. Hence we get "idiot balls" and not-quite exposition dumps. Two scenes...all Dom got was two scenes where she could explore villainy. One with Alfred angry about her parents and another where she's bragging about power. She has more screentime than Gebel...and yet feels like a complete afterthought.
3 red herrings by my count: Gebel Alfred Johannes(considering the in-game reads and conversations after crafting)
That's not a good way to set up a twist.
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Post by Dragon_of_Dojima on Jun 21, 2019 7:27:45 GMT -6
I'm getting antsy to the point of me wanting to dive back in and grab more shards and such. My hope is that the expansions for this game will be handled more like the Sisters mode in Portrait of Ruin with more story rather than the other extra character modes we used to see from SOTN to Order. It makes me wonder if the requests for the third DLC character have shifted at all since more people are playing and beating the game now. I remember Dominique being a rather popular character. Honestly, I never understood that...is it because of her her hat? Her shoes? Her charming personality™ ? Her breas- All jokes aside, I found her design more boring than Johannes. Her blatant villainy was a little rushed and last minute, so if people still wanted her playable then maybe expand on that aspect of the story. Either that, or make an alternate universe where she's the hero and the main antagonist is someone else...like Gebel or Alfred. Considering everything that happened in the story, I'd say Alfred, Gebel, and maybe O.D. need to be playable. Alfred's teleporting would either have to be ignored or situational or require a huge cost of some kind. Gebel could be like other "rival" characters in terms of how their stats measure up. O.D. is too obvious to explain or expand on...just look at him. As far as the ending: I did mention in another thread that I knew it would be bittersweet...but not THIS bittersweet.
The problem here is that this is an entirely new universe and we've essentially killed all of the supporting cast. Some of their deaths could have been prevented, Alfred's especially. I get that Alfred predicted that Miriam would be too bullheaded to accept any explanations from him...but he didn't even try. He even attacked her... Really? You couldn't have at least plant a seed of doubt? Doing that wouldn't have broken the story, I don't think.
Zangetsu giving you his sword is fine, if not great. Why couldn't I have given it back in the Gremory room? The whole time I was thinking "throw it"! I dunno if he would have gotten out of that trap, but I'd imagine that would have been another tag-team boss fight saving him.(Or he gets irreversibly injured or something)
Those are two problems or strange moments I noticed off the bat. I'm sure there are more instances, but I am by no means a writing expert and I'm still feeling out what makes good story, character, and world writing. I can't wait for more content. Here's to the next year and a half(my guess-timate) of waiting! Yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay.....
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Post by Dragon_of_Dojima on Jun 21, 2019 6:49:09 GMT -6
If I could suggest pinning this thread and spreading it to the steam forums as well as other places? This was an important point of contention and if it works on Linux that's more than good news.
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Post by Dragon_of_Dojima on Jun 20, 2019 22:27:01 GMT -6
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