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Post by Dvv on Aug 30, 2015 0:04:46 GMT -6
My number one want would probably be casual clothes. A t-shirt and some jeans would be nice. Doesn't sound too hard to make either.
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Post by Dvv on Aug 25, 2015 16:58:30 GMT -6
All I want out of classic mode is the 8-direction whip from Super Castlevania 4. That made the game fun for me. This. It's a damn shame 8-directional attacking was barely in any of the CV games.
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Post by Dvv on Aug 25, 2015 16:57:09 GMT -6
We need more natural or magic hazards, like spiky vines or pillars of fire that comes from the ground. In SotN when I first reached the Catacombs, I thought that lava would be a hazard and feared it, only to discover after some exploration that there is no way to fall in it, this was a let down at the time for me. I know that IGA dislikes "pits of death" and "pixel perfect jumps", but why not include more traps and hazards that doesn't involve spikes? In SotN we had spikes, moving spike traps AND water, but in all subsequent games we only had static spikes as a non-enemy hazard. Maybe that is the missing piece that made it so much easier than classicvania titles, if they reintroduce it in this game it will become more challenging and make the player keep alert, since you can take care from enemies from afar but traps never can be destroyed and you need to deal with them. This way you can be in danger even if you already can fly. Rondo of Blood is a good example of how great can be the variety of traps. I agree wholeheartedly. Other then some spikes here or there Castlevania always felt like it was lacking any danger outside of the enemies.
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Post by Dvv on Aug 25, 2015 16:55:28 GMT -6
That really only works with a whip as the main/only weapon in the game, though. Which is why in the opening post I said "While I would love to see whip platforming to make a return I could see that being tricky as you might not always have a whip weapon on you, unless you have a whip item/ability that is only used for swinging, maybe some kind of spirit/soul whip that forms when you want to use it on whipping points. Or maybe Miriam could use her chain skill as a whip for these points." This eliminates the need of having an actual whip equipped.
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Dvv
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Post by Dvv on Aug 23, 2015 1:02:30 GMT -6
As much as I like Dark Souls not every game has to be Dark Souls. I don't recall any occasion in Castlevania where any weapon had follow up attacks, and the game don't really need them. Heck even if the game did have it Bloodstained will probably have backdash/jump canceling(as most Iga games do) so a lot of people wouldn't use them anyway unless the follow up attack is just that good.
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Post by Dvv on Aug 22, 2015 0:56:56 GMT -6
How about being able to unlock dedicated environmental tools to traverse otherwise impossible platforms? Like, for example, an ice pick for climbing an ice wall or climbing claws for normal walls (areas out of reach for a high jump). I wouldn't be opposed to something like this.
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Post by Dvv on Aug 20, 2015 21:16:20 GMT -6
Gravity reversal/stage rotation might be fun. I actually thought of stage rotation when wiggychiggy suggested spider legs to go up walls, like when you reach a wall you start walking on it and the view of the stage rotates. As cool as that sounds I didn't mention it because I thought it would be a bit impractical and would change the dynamic of the game a bit too much.
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Post by Dvv on Aug 20, 2015 13:04:51 GMT -6
Oh yes, you're absolutely right! I hadn't even thought of that.With that in mind perhaps there could be giant sized bosses which span multiple screens or have multiple parts which Miriam must defeat individually. Scaling the tower that contains the beast as she goes! A giant boss like Menace comes to mind.
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Post by Dvv on Aug 20, 2015 11:30:41 GMT -6
IGA mentioned an element that didn't jive with another game that he had developed in the past--it was a giant hand that emerged from the back of the player character to help them scale walls. Could you imagine Miriam sprouting crystallized spider's legs from the tattoo on her back to help her scale specialized wall tiles? It would be a new take on an old mechanic which I think is the guiding principle of Bloodstained: Ritual of the Night at this point. Having special ways to climb walls would sound super fun. It also sounds like it would be a good way to aim projectiles at enemies/bosses that are just outside of your normal range. Its a shame you didn't have a good experience with Bionic Commando, I really enjoyed the remake.
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Post by Dvv on Aug 20, 2015 11:12:52 GMT -6
Maybe Zangetsu could get a line of dialogue or two that makes a reference to Getsu Fuuma Den. Or maybe he could have an ancestor named Fuuma.
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Post by Dvv on Aug 20, 2015 11:01:34 GMT -6
I always loved it in Castlevania games like CV4/Lament of Innocence/Harmony of Despair when you could use your whip get around. Order of Eccesia had the right idea with Magnes points too. While I would love to see whip platforming to make a return I could see that being tricky as you might not always have a whip weapon on you, unless you have a whip item/ability that is only used for swinging, maybe some kind of spirit/soul whip that forms when you want to use it on whipping points. Or maybe Miriam could use her chain skill as a whip for these points. This thread is specifically for weapon/ability based ways to get around, not double jumping/air dashing/flight. What other ideas can you guys come up with for unique ways to platform? Any special abilities come to mind?
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Dvv
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Post by Dvv on Aug 20, 2015 10:27:58 GMT -6
I would personally like to see the implementation of more traditional style traps. Accidentally step on a switch? Indiana Jones style boulder out of a secret compartment in the wall/ceiling will come at you. Accidentally step on an weirdly miscolored tile on the floor? Have a pitfall/spike trap open up, or have a trap on the wall that shoots out arrows. Having enemies that could activate traps too would be fun. Like say you see a skeleton by a switch/lever and is about to activate whatever kind of trap is set, if you were to kill it in time with a projectile you could negate the activation of the trap entirely. An idea for a trap of this type would be that if you failed to kill the enemy activating the trap in time the floor/bridge that you needed to cross in that room would fall and you'd have to take a longer way around.
I'm COMPLETELY for Gebel's castle having good defense. Having special monsters that chase you would make things exciting and would be a nice unexpected change from the norm. Like earlier posters said it would be something like Nemesis/SA-X. A complete disregard for the rules that have you learned up to this point that would cause shock because it shakes up what you think should be possible. Gebel have a specific Royal Guard type enemy that are trained to chase you would be super fun. I'd imagine they'd work similar to Nemesis as in they'd be WAY stronger then you or just stronger then the current enemies in that specific area, so you'd normally run away or hide but if you stood and fight it and actually beat it you'd get a good reward item.
As for what the opening poster said and having bosses that work this way I could see having human sized/shaped enemy that would later be a boss follow you around and that if you were to kill it you could make the boss weaker during the actual boss fight, like it would have less health or one of its more deadlier attacks would be locked away. Or heck if you could beat it while its giving you the chase then when you actually get to its boss room it would be empty and inside the empty boss room would be a special reward item for beating it, be it a special weapon/piece of armor/spell.
An idea for a pursuer type enemy/boss could be other humans that were also infected by the curse that have become Gebel's devoted subordinates that have vowed to protect him at all cost. Dracula often had underling characters be they human or vampire and this could be a way to work more in. It would be boring if the only human looking enemy that you fought is Gebel.
Having strong enemies or bosses chase you that you're encouraged to run away from also sounds like a good way to incentivize players to play NewGame+, as since you'd be stronger most players would be more OK with fighting an enemy of this type.
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