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Post by tav7623 on Mar 19, 2019 19:58:27 GMT -6
IT"S HAPPENING!!!!!
Coming to PS4, Xbox One, Switch, & PC later this summer
The collection will have 8 games and a collectable book, the first 4 games have been announced: Castlevania, Castlevania 3, Castlevania 2: Belmont's Revenge (Gameboy) , & Super Castlevania IV
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Post by tav7623 on Mar 17, 2019 11:34:52 GMT -6
I've played quite a few games since my last post in Nov (I've beaten/finished about 8 - 9 games), but at the moment I'm currently participating in this weekend's Mortal Kombat 11 Closed Beta/Online Stress Test which I'm so far "enjoying" (aka raging at the guy on the other end ) even though it only has 3 playable characters (Baraka, Scorpion, & Skarlet), below are just a few of the matches I've played during the beta. Skarlet (me) vs. Baraka Scorpion (me) vs. Skarlet Scorpion (Me) vs. Baraka Scorpion (me) vs. Scorpion (no hood)
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Post by tav7623 on Feb 1, 2019 9:10:10 GMT -6
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Post by tav7623 on Nov 27, 2018 21:03:46 GMT -6
1. As far as the physical soundtrack cd goes I'd personally prefer it if it had it's own separate case instead of being embedded in the game case/collector's box and I'd love it if also it included the soundtrack for Curse of the Moon. Now as far as the digital version of the soundtrack is concerned I'm fine with what ever they want to do with it as I'm not particularly picky when it comes to digital audio.
2. As far as doppleganer's go I'm fine with either, now as far as your idea with the doppleganger playing a bigger role in the story I kinda like that and if they do go that route then I'd like to see the actual boss fight/reveal be dependent on whether or not players can correctly identify the doppleganger. For instance if you fail to properly ID the doppleganger and complete the series of tasks (that unbeknownst to the player help Gebel and/or the doppleganger grow stronger) they give you then the reveal is held back til the later part of the game and their boss fight is a tough & epic one, but on the flip side if you correctly ID the doppleganger (by attacking them after being given a quest/side mission) then you trigger a slightly easier version of the boss fight earlier in the game and don't have to deal with them during the endgame.
3, I think it'll be a few major & minor patches to fix glitches for the main game and possibly add content/dlc to the game (I'm thinking mainly along the lines of stretch goals,etc. that they aren't/weren't able to implement at launch) and then move on to the next game
BONUS: Thought I'd also add a few other thoughts/ideas I'd love to see such as a vinyl version of the game's soundtrack (as well as one for Curse of the Moon if it's not included/bundled with RotN) put up for sale once the game's launched, for the game's physical hardcover artbook to made available for separate purchase after the game's launch (if I remember correctly it was only available as part of specific tiers and was not available as an add on), and for the physical version of the game to have a reversible artwork sleave/insert (one side would feature artwork by Ayami Kojima while the other side would feature either artwork by Mana or a collage of backer's submitted fan art) ala game's such as The Evil Within, DOOM (2016), etc.
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Post by tav7623 on Nov 25, 2018 14:39:27 GMT -6
This link might help you as far as the technical stuff goes, but personally you can't go wrong with either one as both play DS games, both can play downloadable classic games (Gameboy, Gameboy Color, Game Gear, NES, & SNES) and both require a micro SD card if you plan on downloading games to the system. Now as far as game suggestions go you can't go wrong with Legend of Zelda: Ocarina of Time, LoZ: A Link Between Worlds (if you love A Link to the Past then you'll probably love this one as well), Corpse Party (Horror Visual Novel), both Luigi's Mansion games (they recently released an upgraded port of the Gamecube original after the success of the sequel Dark Moon a few years ago), Bravely Default (turn based JRPG with a little twist), Pushmo/Stretchmo (downloadable 3D puzzle game), Metroid: Samus Returns (remake of the gameboy game Metroid 2), New Super Mario Bros 2, Super Mario Maker, Kirby Robo Planet, Yoshi's Woolly World, NES Remix, Azure Striker Gunvolt: Striker Pack 2D, the 3D versions of classic Sega Genesis games such as Streets of Rage 2 & Sonic the Hedgehog 2 (if you end up going the new 3DS XL route), and Xenoblade Chronicles X.
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Post by tav7623 on Nov 9, 2018 21:00:40 GMT -6
Lately I've been (outside of Sacred Bones release for Halloween 2018) listening to a bunch of Mondo's vinyl record releases having recently (within the past month & a half) ordered & received their releases for Halloween (1978), Halloween 2 (1981), Halloween 4, Halloween 5, & Castlevania: Symphony of the Night.
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Post by tav7623 on Nov 4, 2018 10:50:43 GMT -6
Thought some of y'all would find this interesting
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Post by tav7623 on Nov 3, 2018 20:00:14 GMT -6
For me I'd go with Cheat Codes mainly because I think it would be fun to accidentally discover them while playing the game your first time through (you'd be fiddling around on the main screen/or a loading screen and it finishes loading only for you to find Miriam & all the enemies now have big heads or find that all the candles now exclusively drop Mac & Cheese instead of mana pedals, etc.) and Online Challenge mode mainly because I think it would add a nice little wrinkle by giving players the option right out of the gate to either play the story/main mode or go online and fight a total stranger. Now I was originally going to toss in Classic mode as well but after thinking about it I think that this would be one of the modes that should remain locked until the player has beaten the game or met certain criteria instead of being unlocked from the word go.
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Post by tav7623 on Nov 3, 2018 18:27:19 GMT -6
I recently picked up Castlevania Requiem (which contains the re-dubbed PSP versions of Rondo of Blood & Symphony of the Night) on the PS4 and ended up doing a "Completionist" run for SotN (200.6% Map Completion, 100% complete bestiary, all relics/upgrades, all endings plus the ending for beating the game as Richter, and all trophies), so now I'm focusing on doing the same thing for my first playthrough of Rondo of Blood. Though I think I may have screwed myself out of getting the 100% completion rating the first time through since I've already rescued all the maidens and will thus be missing out on the boss fight that only occurs if you don't rescue all of them.
P.S. Dragon_of_Dojima loved that you finally tackled some classic Castlevania games (love Bloodlines and totally agree that it's an underrated title) and if you're still itching to listen to the soundtrack for Rondo of Blood you might want to look into Mondo as they recently released the soundtracks for Symphony of the Night and Rondo of Blood on vinyl.
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Post by tav7623 on Sept 26, 2018 9:11:26 GMT -6
1. Ori and the Blind Forest, Guacamelee, & Sundered 2. I'm fine with remakes & re-masters in general as long as they aren't for games/series that came out less than 10 years ago (or one console generation ago) 3. That's a toughie cause there are a few non Square/Nintendo games I'd definitely like to see get remade such as Cold Fear, Alone in the Dark: The New Nightmare, Timesplitters, Dragon Spirit, and The Thing .....hmm I think I'm gonna go with Alone in the Dark: The New Nightmare especially if they do it in the same vein as the RE 2 remake.
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Post by tav7623 on Aug 30, 2018 17:44:45 GMT -6
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Post by tav7623 on Aug 28, 2018 15:54:11 GMT -6
That's not the only thing coming back.....
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Post by tav7623 on Aug 1, 2018 20:45:53 GMT -6
So, it goes out for sale today, of all days. Anybody getting it? Keep us posted on how well it plays! I picked up Vol.1 (digitally for Xbox One) on Friday (prior to getting it I"d only played the first X game, which I really enjoyed, and since I had heard that X5-X8 sucks I opted to just stick with Vol.1 instead of picking up both) and I have so far managed to 100% complete both X & X2 (though I F****NG hated 100% completing X2 partially because I started having some "controller response" issues while I was playing it and I especially hated trying to get to room that has the "secret" weapon in it.....which took me at least 45 attempts just to reach....the first time....only to find out I messed up and had to do it all over again....) in the span of 4 days. I also finished all the X Challenge mode which started off kinda easy (I managed to beat the first challenge with just the X-buster), but by the time I got to the final challenge it became a whole lot harder/more challenging (especially when trying to do it only using the X-Buster) and in a few instances I managed to finish the challenge just by the skin of my teeth. Now I do plan on 100% completing both X3 and X4 though I think I'll do that once I've taken a little "break" (I think I might play all the way through another game before I come back to the Legacy Collection) since I was raging really hard at X2 by the time I got towards the end of the game.
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Post by tav7623 on Jul 1, 2018 12:23:45 GMT -6
Thought I should add one more thing which I just noticed while playing through the demo that ties into the whole hit box discussion (I decided to get a few screenshots of it occurring and will have them posted below ) which is that if certain enemies (like ghosts,bats,etc) are close to Miriam and within the whip's arc attack when she attacks they do not get hit by her whip which leaves her open to an attack that can essentially knock her out of her attack animation mid attack.
Gap in Whip Attack
Whip Animation being interrupted by an enemy attack from behind (there was a small gap where the ghost didn't get hit by the top part of the whip's attack)
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Post by tav7623 on Jul 1, 2018 11:45:19 GMT -6
I agree that the whip (for the most part) sucks and personally found that the only good thing about the whip was being able to easily get small enemies with it while crouching and in some situations using it to do a string of quick jumping attacks, other than that it was imo pretty useless. I also pretty much agree with what kamuiarikado suggested (give whips better speed, longer reach, add the ability to wield 2 weapons and by extension wielding certain combinations of whips as well as other weapons gives you a unique special attack) though I'd like to add that I'd also like them to do a different whip attack animation when you perform a longer/higher jump attack and I hope that they will implement these suggestions/feedback into the finished game.
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Post by tav7623 on Jun 30, 2018 15:16:55 GMT -6
HP Desktop Processor: Intel I3 3220 (Dual Core @ 3.3 GHz) GPU: AMD R7 250 (2 GB DDR3) Core Edition Operating System: Windows 10 (64-Bit) RAM: 6 GB DDR3 Controller: Wired Xbox 360 Controller
Resolution: 1280 x 720 (it's locked in at that resolution regardless of which mode I use) Average FPS: 32 FPS in Windowed mode & 25 FPS in Full-Screen mode (the highest it got was 60 FPS which only occurred right as I started the demo up and the slowest it got was about 12 FPS upon entering Dominique's shop or when there were more than 4 enemies on screen at once. NOTE: Most of this occurred while in playing Windowed mode)
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Post by tav7623 on Jun 29, 2018 20:01:14 GMT -6
I also am not a big fan of Anne's voice acting (in my feedback thread I compared it to someone doing a crappy impersonation of the kid playing Oliver Twist during the "More Porridge Please" scene) and I also found it confusing that Dominique says we've seen her power/skill as a "Exorcist" during the attack cutscene where she & Anne are introduced, but she (Dominique) actually doesn't do sh!t during that cutscene and then Miriam's like oh yeah that skill/power will be quite useful so they need to fix that or at least alter it to show that she (Dominique) is indeed doing something to the creature that is attacking them instead of just standing there trying to act like a human shield.
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Post by tav7623 on Jun 28, 2018 21:20:26 GMT -6
NOTE: This is a work in progress (see what I did there ) as I'm definitely gonna be tweaking this post over the next week or so as it should be plenty of time for me to gather/better process my thoughts on the demo (as I write this it's been a long @$$ day so trying to remember everything I want to say is kinda hard right now and I want to play through the demo again a dozen or so times along with the previous E3 demo that backers got to see if the bad/nitpicky things I mention below are because of my PC/Controller or something to do with the game/demo itself)
The Good - Crafting System (sucks y'all limited what could be crafted in the demo cause I was having sooo much fun crafting stuff)
- Overall Weapon & Shard selection (felt there was a sizeable selection of weapons to chose from & shards to find scattered throughout the demo)
- Overall Level & Enemy Design (most of the levels & enemies looked good and I loved the design of the Save Rooms, but there were a few things I saw that I felt needed some work as there were areas where the level & Miriam didn't seem to mesh and during those instances Miriam noticeably stuck out like a sore thumb)
- Demo Length (this demo was a lot longer than I thought it was gonna be and I've so far managed to put in a combined 6-7 hrs into it)
- Overall Gameplay (outside of some sluggish/non responsive controls & slow normal character speed the demo played & felt like a solid traditional Metroidvania style game)
- The final boss fight (really enjoyed this fight and liked the nice little touch of Zangetsu using his sword to block the arrow shard attack when directly attacking him with it)
- Little details like how certain enemies in the Castle Entrance area leave a splash of blood when you kill them with a sword weapon (though I wish that this had extended to the ship & village areas)
- The addition of special inputs that adds a unique special attack to certain weapons (like the Katana like sword having a 4 attack special combo chain you can perform if you have enough MP)
The Bad (i.e. the bugs & other issues I encountered)
- Encountered the crate bug on my first playthrough of the demo
- Had multiple instances of Miriam freezing about the ground (some from getting hit by enemies on a ledge, some from getting hit by enemies as I fell from a ledge, some from trying to jump plus attack while getting hit with the new shard animation) which would last until either 1. about 20 seconds had passed, 2. an enemy hit you, or 3. you hit the backdash button
- No health bar for bosses (this is more of a nitpick, but it's something that I feel is a little bit more important so I thought I'd put it under the bad section instead)
The Nitpicky (.i.e little things that bothered me or stuff I felt needs some work to help make this game go from "Eh it's Good" to "OH YEAH THAT HITS THE SPOT" in my eyes that tmk hasn't already been brought up such as the lip syncing issue)
- Still need to fix Miriam's partial flip animation during the boss fight on the galleon (the bit in question occurs when Miriam goes to flip over Vespar's attack during the boss fight intro cutscene, and instead of doing a complete forward flip she does this rather slow floaty looking forward flip, while she's in mid air the camera suddenly cuts to Miriam landing on her feet)
- Despite the little bit of dialog Anne has in the demo I feel she needs a lot of work cause she just sounds awful to me (like a bad actor trying to imitate a lame British accent while pretending to play the role of Oliver Twist during the "more porridge" scene)
- Speaking of Anne the scene in which she & Dominique are introduced needs some work as Dominique doesn't do jack to the creature before Miriam kills it from behind and yet she says that she showed/displayed (to Miriam) her skills as an "exorcist" when she clearly didn't so there needs to be something to indicate that Dominique is doing something to the creature before Miriam shows up to kill it.
- Some of the areas in the background looked empty/dead (some of the village/underground tunnel areas and parts of the Castle Entrance area) compared to other parts of the demo (this ties into my comments on overall level & enemy design)
- There were quite a few instances where there was no music, just ambient & environmental noise (sounds made by Miriam & nearby enemies) which really sucked cause the music I've heard so far has imo been amazing and I'd like to hear more of it rather than just sound effects.
- Did not like that Miriam's Silhouette while passing "behind" things (i.e. foreground objects/hugging walls) from the previous E3 Demo was still present in this demo when it should have been either removed completely (meaning no silhouette at all when Miriam walks behind foreground objects) or made transparent (the foreground object itself, not Miriam) when she walks behind them (Note: I did not mention this during my feedback of the E3 demo because it was clearly an early build of the game so I figured it was just a place holder effect and would be removed by the time we got to the official beta demo)
- There is a area in the Castle Entrance where there is a pool of blood that Miriam can jump into, but cannot swim down into (at least not in this demo) and I found it odd that when she got out of the bloody pool that her character model was not covered in/dripping blood during & shortly after getting out of this pool. So my little nitpick is that I'd like to see that kind of effect (where she goes from soaking wet/dripping water/blood all over the place to dry after walking a short distance) in play as it would not only make for a neat touch but would also further tie Miriam to that world (in other words it would make it clear that she's actually there in that environment and that it can essentially interact with her just as she can interact with it)
- When the little title video pops up right after you leave the Galleon (which I do have to say was a nice little touch) they (aka the "Narrator" aka David Hayter) should have said "Bloodstained: Ritual of the Night" instead of just "Bloodstained"
- Character walking speed needs some improvement (the current walking speed with the Speed Belt should be the normal walking speed and the character with the speed belt equipped should be walking even faster than Alucard did during SotN) and the reason I say that is because the game's castle is supposedly gonna be huge so unless there are a buttload of teleport rooms spread across the castle Miriam's gonna be traversing it on foot so she needs to be able to get to places in a decent/reasonable amount of time.
- I miss the trailing particle effect that was emanating from the scarf in the previous E3 demo (It was a nice little effect) and would like to see it return for the full game
- There are noticeable gaps in certain weapon's "hit boxes" which leaves you open to a animation interrupting attack from enemies (to me this was most noticeable with the whip as there is an area withing the whip's crescent C arc animation that enemies can be within before the start of the whip's attack animation starts and not get hit when they should've been)
- I am not a big fan of the way the whip works in the demo (a mid size arcing animation that is locked in regardless of whether you are walking, jumping, or crouching) as it currently is it, to me at least, feels (outside of quick jumping attacks, which I found myself doing almost exclusively while using the whip because it was imo more effective than the normal standing whip attack & crouching attacks in order to get smaller enemies) about as effective as the peanut was in SotN (which is to say not effective at all), heck I found the spear's standard standing attack in this demo to more effective than the whip which is sad because I generally hate using spear weapons in games (the only real exception was in Castlevania Bloodlines, but that was because they made it as effective as the whip was in that game especially when fully upgraded and it could be used to get to areas you normally couldn't get to with the whip) and love using the whip weapons instead. Now I know that y'all put a lot of work into those animations and aren't gonna scarp this animation so could you at least make a compromise by adding a straight forward attack animation for the whip (it should have the attack length of the spear, but have the quick attack speed of the long sword) that could be used just for normal standing/walking and doing higher/bigger/longer jumps (to help in fights against floating/bigger bosses as well as small airborne enemies such as bats & Alleos) and leave the arcing attack locked in for crouch attacks & quick jumping attacks.
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Post by tav7623 on Jun 14, 2018 17:07:17 GMT -6
Overall based on the footage alone (though I may end up with a few more once I get my grubby little mitts on the demo next Thurs ) I currently only have 2 issues. The first is the lip syncing being off and the second is the fact that they still haven't fixed that God awful "flip" animation from the 2016 E3 demo ( for some reason every time I see that one bit of "animation" it drives me up a wall)
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Post by tav7623 on Jun 5, 2018 16:15:12 GMT -6
Don't know if any of you care about this or not, but I thought I'd share this anyways, enjoy
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