inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 4, 2016 15:14:26 GMT -6
In terms of sheer art design and effort, I think Harmony of Dissonance is a little underappreciated at times. Its a GBA game (on a more limited cartridge as well, hence the chiptune music) but man, the artists really went crazy with making detailed backgrounds and unique rooms. I think its one of the reasons I remember it so fondly (on top of me being a Belmont fan in general) Just look at some of this: Good lord the artists worked that GBA to the bone XD I absolutely agree. In the sense that Harmony is the exact opposite of my criticism of Portrait of Ruin. Art design in it is top notch, it's quiet beautiful even though it's got such limitations. The game itself I wasn't into but the castle's art design was really well done.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 4, 2016 12:49:12 GMT -6
alright, I feel something needs to be said, and forgive me I only read the first page of the posts. when you speak about castle design, you aren't only speaking about the castle. the character you play as, the graphical horsepower, and how that space is used all come into play. DO NOT TAKE CASTLEVANIA FOR GRANTED: we may all believe that all the vania games operate the same way, but they all(to some degree) use different measurements. for one, they used different screen sizes. field of view has ALOT of effect on how we perceive speed, and so does gravity and the players actual tile coverage per second, so while alucard has a different fov and movement speed, it may be an illusion just how fast he moves. the ds vanias wanted to make more adequate use of space, and in the end I feel we need both cramped and open areas in equal measure. by the time bloodstained hits, you can bet you will be using zoom and pan on the map, so total castle space is bno problem. now while we have both those cramped and open areas, they need to be filled correctly. if an area is more open and more of a journey, then the enemies should reflect that. they should be posted every so often to block your path, but not have a huge impact on your movement speed. detail isn't an argument that can be fought as each vania was on different tier hardware. now on the topic of detail, a castle will have many different areas, (it NEEDS to, the larger it is) but there should be some things not just on the design/color palette on the menu. #!:transitions between areas, and area placement, should be awe inspiring. think darksouls 1. #2: areas should look different, that's a given, but more importantly, gameplay should provide the feel. how enemies, rooms, and geometry are placed should be very important to how the player moves through an area. think the towers from sotn,(which I still believe are the most difficult area in the series) and how you would need to maneuver through them. I mean I think Aria of Sorrow has one of the best Castles yet it's on a very small screen with a much weaker engine. I'm specifically talking about castle design, not how the character feels during movement or anything in that regard. If you are just discussing there's more to design than just the castle, that's definitely true but the castle design is something that was off a few times imo. So I'm not sure what your point is with your top part. Your bottom part i completely agree with though.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 4, 2016 11:38:46 GMT -6
As I said in the other thread. If the transformations are limited than I rather them not being in. I don't want a lesser SOTN, I want it to beat it out.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 4, 2016 10:37:43 GMT -6
Just because previous games had stuff like that doesn't mean they're good additions. Skeletons on motorcycles are stupid imo. An electric guitar is ridiculous. However, the electric guitar feels like a joke weapon which makes it okay, just like skeleton maids and silly things. Those are cool additions usually because it's lighthearted. A boss with a gattling gun arm isn't light hearted it's a clear design choice for a boss. So to me it's a no no when you could be doing something much more gothic and in theme of the game. We all agreed BK3 being a boss would be pretty lame. Castevana stopped being "gothic" long ago. And i personally prefer it that way. Theres only so much you can do with bats and skeletons. Heres an example... Remember that really awesome enemy from PoR called Coppelia. She would spawn by being blasted out of a cannon and land into a tightrope. She would throw knives at you and her death animation would be her exploding into confetti. That shit was so awesome! It was't gothic at all! And it gave the designers of the game more room to try different things. Heres another one... Skeleton Farmer would throw seeds at you and when they hit the ground Unes or Mandragoras would spawn. Is a skeleton farmer gothic? I dont think so... A guy with a gattling gun arm would be pretty silly indeed but... 1. We all would know it for the joke that it is. The context matters alot. Having both Iga and Shovel Knight in game would usually be stupid too, but the context makes their inclusion alot better. 2. Its not just a guy with a gattling gun arm, he also has a Kappa as a tail. It crosses the line whrere its oviously a joke. 3. Already Bloodstained isn't taking its enemy design as seriously as you would like, Gremori has a crotch camel. Gun arms are nothing in comparison to crotch camels. Gothic leaving IGAVANIA is one of the things I've hated. SOTN was perfectly gothic toned, didn't mean it couldn't have silly enemies, it just means the tone of the game, the vibe of the locations all had a gothic aura about it. Which is a good thing. 1. Shovel Knight is a perfect fit for IGAVANIA. There's tons of knight enemies already, it's only a joke because you know it's a different videogame character with a playful design but within the igavania world they can play with it and make it fit in, in a cool way. IGA is a backer exclusive no? So to me that's totally fine regardless of how silly and they could do ANYTHING with him. For all we know they make him into a vampire and it fits. 2. Right, I know it's not just the gatling gun arm but it's that aspect that really rubs me wrong with the design. It just feels lame in the context of this game. It'd fit well within Aria's more playful time period of being in a modern time. 3. In terms of the boss design? I don't see it not taking it seriously. It's a demon...and many demons rely on disturbing/creepy/weird imagery. So a camel being apart of that area of it's body just feels disturbing and strange to me. Perfectly in line with a gothic sorta game. This weird idea that just because you're doing a gothic game you can't do crazy inventive bosses or enemies is ridiculous. Just because you go in a gothic direction doesn't mean every enemy has to be of the classic gothic horror genre style. In SOTN you had LION/TIN MAN/ SCARECROW...... They're certainly weird but it still somehow fit and was bizarre/creepy. All I'm saying personally is I think it's weird to have that on it's arm and I wouldn't want that to be wasted on a boss design. I just don't want a boss shooting a machine gun at me in a game that takes place in the 1700's with a castle full of demons. To me that would be a lazy boss. Enemy? Fine, whatever....Still would be weird but less awful. People keep talking about silly enemies but what they fail to realize is they keep saying ENEMIES not bosses. You don't fight maids with vacuums as bosses do you? No, just like you don't fight bosses with a mini-gun attached to their arm. That's a better idea for a Devil May Cry game.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 4, 2016 10:21:24 GMT -6
Here's the thing about transformations. If it's in a shard capacity I worry it'll be extremely basic and you can't find new abilities for the forms. So if it's an extremely simplified version of transformations I rather they not be in the game.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 4, 2016 9:02:15 GMT -6
I don't remember if I disliked the layout of the castle or not. I do know I felt the game was visually inconsistent (more on that in a bit). The layout might have been good to me but the hub system kinda takes away from the castle. Instead of finding areas in the castle and seeing how they cleverly connect, it's you basically exploring a giant hub and letting the hub take you to completely disconnected areas. So for me it feels less special despite letting you see very different areas. In terms of the inconsistent visual design I mention. The below felt very 2 dimensional more than it needs to be and very visually bland in the art design. Many times it reminds me of the visual quality of a SNES game and less of a more modern IGAVANIA. For comparison purposes in visual design As you can see the artwork is far more detailed and has far more dimension to it's looking giving it a better impact of being there. So those above areas and there are some more seem very primitive in comparison to other areas in the game that are highly detailed and quite beautiful. Areas like below. So for me it's not just the layout of the castle that matters but the artistic value as well. Beautiful artwork and design can make a game like the below- Order of Ecclesia suffered from that same problem as Portrait, it had some beautiful areas and some stinkers. Such beauty like the below All very beautiful art in some ways beating even SOTN in the beauty of the artwork ( not layout ) but then you'd have areas like the below that not only in some cases look like direct rips artistically and visually of (SNES era) but also just look very visually unappealing. It doesn't help when areas are very repetitive layout wise, if that's the case the art design needs to step it up big time. When both are lacking it's not a good combo. Reminds me of visually out of date Castlevania's like SUPER CASTLEVANIA 4 Not to mention you'll have repeats of areas but in a different color. So that's my two issues with Order and Portrait, visually inconsistent. If they took the beauty of some of the areas and applied it to all of them they'd be astounding looking. That's not to say areas can't be drab but there's such thing as drab beauty such as this - and this would be an example of bland visual design - I think the issue is art design and dimension vs a bland art design and a general flatness to the look. Dawn of Sorrow in comparison to those two games ( order and Portrait) looked much more consistent visually.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 4, 2016 8:38:36 GMT -6
Just because previous games had stuff like that doesn't mean they're good additions. Skeletons on motorcycles are stupid imo. An electric guitar is ridiculous. However, the electric guitar feels like a joke weapon which makes it okay, just like skeleton maids and silly things. Those are cool additions usually because it's lighthearted. A boss with a gattling gun arm isn't light hearted it's a clear design choice for a boss. So to me it's a no no when you could be doing something much more gothic and in theme of the game.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 3, 2016 12:16:19 GMT -6
I'm not a fan of the gatling gun as it looks way too modern in design. I think maybe as an enemy would be fine but don't want him as a boss when a more fitting boss could be in it's place. Basically what Yan said.
Skeleton maids are silly but they fit the gothic feel. A beefed up enemy with a machine gun as apart of his hand feels more fitting of a game that doesn't take place in a gothic world within the 1700's.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 1, 2016 12:27:18 GMT -6
Well they're all in the 1 pound range it's more about how it feels on your head. I heard the PSVR feels the best because it doesn't use a typical strap for the back of the head and other little things. At the same time it's not as powerful as the other two head sets. So any headset is win win. Oh absolutely. I'm loving my Rift so far, but there are good reasons to get any of them, and I think that if someone is going to get into VR, there's really not a wrong choice to make right now(well, at least not among the three primary competitors). Yup. If anything the more VR choices, the more people who have VR the better for it's future.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 1, 2016 12:09:02 GMT -6
I've tried Oculus Rift \ HTC Vive \ PSVR at SIGGRAPH 2016. I'd say there are almost no major differences in hardware aspect, they almost share the same resolution. Somehow I got some difficulties trying to correct the focus on Oculus Rift, it's like no matter how I adjust the knob the image is still somehow blurred. The demo is a racing game which I forget the name lol I prefer Vive more because the controller are just natural to use and fun to play with, don't know how Oculus Rift's touch controller would perform comparing to it. There's a little bit leaking of the light at the bottom the device, but I managed to ignore that very soon. The demo I tried is a Funhouse (much like a circus while you can't shoot things with arrows/guns, whac-a-mole or something like that), and Home (a space exploration demo, which is astounding) PSVR is more or less similar to the Oculus Rift, but with a much more cooler appearance, but the demo they choose is Rex∞ which is a very old game, yet fun. Anyway, my opinion is, these devices are the first generation of VR devices, the WOW factor is very huge. The VR contents still aren't that much, the devices are still bulky and heavy and requires a top-tier PC (or a new generation of console considering PS4 Neo) for running smoothly. But don't get me wrong, VR is really the next generation of experience, it's very VERY immersive. If you don't care all these requirements and have extra hundreds of bucks to spend, don't hesitate, just try it out. Otherwise I suggest just skip this generation altogether. I just got my Rift in a week ago. Half of ensuring good focus is in the way the headset sits on your head. Chances are you had it sitting slightly too far down and needed to tilt it up. Adjusting the straps properly is also a factor, both in clarity and comfort. The adjustment slider is more for fine tuning once you've got a good fit. I don't have many VR games yet, so not a lot of input from me on the experience yet. Here's what I've tried so far: Eve Valkyrie is a lot of fun, but the experience reminds me of a more immersive version of one of those arcade pods for Gundam(though the actual gameplay itself is considerably different). It's more something to pick up and play for a few sessions now and then than an in-depth game to play all day. That said, the immersion really is amazing, and when I was waiting through the launch sequence, I found myself unconsciously mimicking the pilot's hand movements as he adjusted his grip on the stick. If CCP ever expanded this to be something more than an arena shooter, I'd definitely be up for that. Lucky's Tale gave me chills when I started playing it. It's not the best platformer ever, but the feeling I got from it was the same one I got when I first played Mario 64 and thought to myself " this is how a 3D game is supposed to play." Everything just feels right about it, and it convinced me that there's definitely room in VR for third person games. Big Screen is exactly what it says on the tin. It let's you create a virtual monitor screen with user controllable size distance and curvature. It's better for some things than others since you're losing a fair bit of resolution, but one thing it is perfect for is playing 2D games, particularly old SNES era and earlier titles that weren't meant to be played on a high resolution monitor in the first place. Playing Super Metroid on a screen that filled my vision was a blast. As for other content, anime works out well enough, but live action movies lose too much detail for my taste. Similarly, trying to play a an even remotely modern game with detailed 3D graphics is a wash. It's like watching a let's play that someone recorded using an SD camcorder pointed at their monitor. Comfort-wise, I have had no problems, being able to play for hours with no sense that it was too heavy or unbalanced. The built-in headphones are good, but I think I like my Beyerdynamic DT 880 Premiums better(which makes sense seeing as they cost me $250). I have some plans to experiment with creating alternate audio solutions, but I've got to order some stuff before I can get started on that. Overall, I'm thoroughly pleased with my purchase, and am looking forward to the Touch being released so I can give that a go as well. A lot of the criticisms seem more levied at Oculus and Vive. PSVR is pretty dang light and comfortable, and the version of it playing demos at best buy are with the normal system and it looked pretty dang nice visually. I'm sure a stronger system would help it further but i didn't get the feeling it NEEDED it. The PSVR is actually the heaviest of the three, so if you don't have a problem with it, you shouldn't have one with the others either. Most comparisons suggest that the Rift is the most comfortable, though of course the PSVR needs its chance out in the wild before anything conclusive can be said about it. In store and trade show demos rarely make for an ideal experience on the user's part. Well they're all in the 1 pound range it's more about how it feels on your head. I heard the PSVR feels the best because it doesn't use a typical strap for the back of the head and other little things. At the same time it's not as powerful as the other two head sets. So any headset is win win.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 1, 2016 9:17:39 GMT -6
I've tried Oculus Rift \ HTC Vive \ PSVR at SIGGRAPH 2016. I'd say there are almost no major differences in hardware aspect, they almost share the same resolution. Somehow I got some difficulties trying to correct the focus on Oculus Rift, it's like no matter how I adjust the knob the image is still somehow blurred. The demo is a racing game which I forget the name lol I prefer Vive more because the controller are just natural to use and fun to play with, don't know how Oculus Rift's touch controller would perform comparing to it. There's a little bit leaking of the light at the bottom the device, but I managed to ignore that very soon. The demo I tried is a Funhouse (much like a circus while you can't shoot things with arrows/guns, whac-a-mole or something like that), and Home (a space exploration demo, which is astounding) PSVR is more or less similar to the Oculus Rift, but with a much more cooler appearance, but the demo they choose is Rex∞ which is a very old game, yet fun. Anyway, my opinion is, these devices are the first generation of VR devices, the WOW factor is very huge. The VR contents still aren't that much, the devices are still bulky and heavy and requires a top-tier PC (or a new generation of console considering PS4 Neo) for running smoothly. But don't get me wrong, VR is really the next generation of experience, it's very VERY immersive. If you don't care all these requirements and have extra hundreds of bucks to spend, don't hesitate, just try it out. Otherwise I suggest just skip this generation altogether. A lot of the criticisms seem more levied at Oculus and Vive. PSVR is pretty dang light and comfortable, and the version of it playing demos at best buy are with the normal system and it looked pretty dang nice visually. I'm sure a stronger system would help it further but i didn't get the feeling it NEEDED it.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 31, 2016 20:09:35 GMT -6
So i tried PSVR today at a local best buy. I'm now a believer.
Any questions about it? Any thoughts if you've experienced it.
I played Battlezone which is a re-imagining of the original virtual boy game.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 29, 2016 18:14:54 GMT -6
I think a great castle should be balanced with how to traverse it. My one complain from the SoTN castle is that it maybe has way to many long hallways without much else going for them. We also see the extreme opposite with HoD, where the 2 castles are a single mess to traverse, with cramped spaces and plataforming everywhere. CoTM and Aria seems to find a balance between not just getting empty hallways but not making a plataforming mess out of every single room. The backgrounds also play a huge roll on the castle. Dawn and Aria seem so much more light hearted castles that CoTM or SoTN, with more contrast and light colors used. Areas like the study in Aria seem so lively where in CoTM the death mansion looks gloomy and dreadful. This isn't necessarily bad, but it affects the castle atmosphere heavily. Interestingly enough the size of the character in relation to the background makes a huge difference. Nathan's sprite looks tiny for the rest of the castle, which somehow made the castle look even bigger than what really is. You actually hit what I was trying to explain earlier although I don't agree SOTN had too many hallways without much platforming. i think it hits the balance well much like Aria. It actually explains well why they're my two favorite castles. You travel a lot horizontally and the vertical elements are never TOO crowded, nothing feels too messy in terms of design. It's concise and well thought out. Which explains why I like Dawn a bit less because it started bunching things up more. To someone elses point that Dawn has a more vivid color palette and design to the castle this i'm torn on. I love the colors in a lot of the areas like the garden and the demon guest house, but at the same time i feel like SOTN has a more realistic castle type look to it's areas. I feel like a sweet spot between the two is preferred.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 29, 2016 13:36:42 GMT -6
The Castle upside in the ocean. Moon like Gravity throughout.... Slight waviness to the visuals....
BOOM.
Genius.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 28, 2016 19:23:39 GMT -6
That video is awesome, I hadn't seen it before. I had intended to only watch it just for the bit you were talking about, but got sucked in for like an hour. This was several days ago, btw haha.
I just wanted to add something that's been on my mind lately. I almost made a new topic about it, but it really does relate fairly heavily to this existing thread.
Many of you out there, what was the first thing you did when you found a new weapon in SotN? You were probably like me and equipped it to see if it had any special attacks. You gave it the back to forward input and the quarter circle forward, met with mild disappointment if it didn't do anything special. This was a large part of the joy of exploration in SotN to me, happening upon new weapons and subsequently happening upon the unique attacks they could do.
My hopes for Bloodstained initially were that it would be a game quite similar, except that when we find one of those weapons with special attacks and attributes we like, we can augment it with crafting so that no weapon we really like falls behind when we eventually get the Crissaegrims, Muramasas, Osafune Katanas (rarely mentioned lol) and Shield Rod/Alucard Shield. If you really liked something obscure that you were attached to mid way through the game, maybe you find materials later in the castle that make it more worthwhile again. Your Moon Rod fires off more moons! The Nunchaku does more hits ands gets a special! The Icebrand/Thunderbrand, not having a Marsil equivalent, can still become strong elemental weapons with enhancements.
That was the main variety/collection style I was looking for. I'm not as into demon abilities and shard skills. I love weapons and specials. The two things don't necessarily have to be mutually exclusive, what I'm talking about may actually still be in the game, but unfortunately I can see it downplayed to some degree in favor of various enemy abilities. At the very least, maybe Zangetsu or the third playable character will be more SotN with a fleshed out weapon system in the way I'm describing.
Part of why I arrived at these thoughts and ideas was from the emphasis on weapon voting, concept arts and crafting information early on. I'm not saying I'm disappointed yet, even, but just wanted to voice my feelings on all this. Some of my biggest issues with SOTN was that a lot of these secrets were obtusely hidden to the point it was unlikely you were to reasonably stumble upon them (especially if you did have a guide or were talking with others) and that the game never gave you much inventive to really explore and master your arsenal. Lots of stuff was either "that was cool but I never need to use this so I'm just going to stick with what's simple or gives me the largest attack boost" or game-breaking degenerate (hello Shield Rod). Order of Ecclesia is a game I remember, though to be fair its been a while since I played it, that was challenging enough that you really had to change up your plan of attack or equipped glyphs and glyph combinations to succeed. It won't matter if Bloodstained has all the cool weapons and techniques in the world if I can steamroll the game on standard or ever Nightmare difficulty just based on weapon stats or never feeling the pressure to actually experiment. I know its a point I've belabored in the past but I do hope its something they are keenly aware of when balancing Bloodstained and designing enemies & enemy patterns. I'm not asking for obnoxious or impossible challenges - just challenges at all TLDR: SOTN had a lot of content (I agree with you that its a super cool aspect of the game) under the surface but it never really encouraged you to use it or reward you for taking the time to experiment. As we've argued before I loved that mysterious element because it kept me playing the game far longer than of the other games because I always wondered if there was more. The feeling that there could be some other easter egg is part of the enjoyment for me. HOWEVER, I agree that I hope if they go that route with this the items/weapons/spells have a bigger purpose so it satisfies both fans in that regard.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 28, 2016 19:20:49 GMT -6
I find it strange that people are saying that half the game in Order of Ecclesia is an 'afterthought'? Not the main focus? Most definitely! But an afterthought? Really? As someone said below, it's an afterthought in the sense that it doesn't have much effort put into the design like other castles. It's an afterthought because the main focus of the game was the hub element and the castle is more of a surprise element so it doesn't get much of a focus. Unlike other IGAVANIA's where all the focus is on the castle and you can tell the difference. Ecclesia there's a LOT of repetition and not much unique rooms.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 28, 2016 10:04:34 GMT -6
If it helps them make a better game with better funding then why not? You know a publisher won't give them the funds they got for this alone. Plus it gives us insight into the production, they get insight from us, and we get goodies. I don't see how anyone could get annoyed by doing another kickstarter. This isn't a AAA game in the normal sense... ( HOLLYWOOD PRODUCTION type product).
So this is the future of the indie space, instead of having to rely on very outdated visuals they can start using kickstarter to get the visuals and game up to par with modern next gen games but in an indie gameplay style.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 28, 2016 10:00:51 GMT -6
oh wow this DOES sound like an HD Dawn of Sorrow track. I mean hey, cool with me DoS had fantastic music. Specifically this -
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 28, 2016 9:52:11 GMT -6
Wish there was a remix of the other unnamed track.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 28, 2016 9:49:16 GMT -6
That was a conscious choice because there's so much of a negative stigma behind Soul Steal. I'm fine with it, but for many people and thus objectively, it would have gotten much less votes than a mention of Dark Metamorphosis, which is I imagine the most difficult that motions would be in a new game (half circle). Something like Soul Steal would be fine and could be vaguely inferred in that poll option, but it just often didn't work for a lot of people. Even if many read my post and understood the input interpreter issues, the bad experience from not getting the move would have needlessly clouded the results. I mean I get that, but I suck at button input fighting games and Dark Metamorphosis is one of the easiest things for me to pull off. So it's a shame to see it lagging in the polls, and might not be used ( if they're in the game) despite it being pretty simple. Just my pointless opinion, don't mind me lol
|
|