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Post by CastleDan on Jul 15, 2016 18:42:01 GMT -6
That would be awesome but i'd hope it's not DLC and it's part of the main experience. While one can hope for that it's unlikely as IGA hasn't announced any sort of 'extra castle' So until IGA says something, if there is an alternate castle it's very likely it'll be a DLC. Maybe a free one, but a DLC nonetheless. Really because I feel like it's been heavily hinted. From day one there was the question in the faq about it and they basically said " We wouldn't want to spoil something big like that"... Then in the thread about features the game is considering having and an inverted castle ( or something like it) was one of the things they were/are considering. Just because they aren't talking about it doesn't mean it won't be featured, it's something they'd WANT to be a surprise.
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Post by CastleDan on Jul 15, 2016 12:41:46 GMT -6
If there's going to be a Second Castle, I'd actually expect it to be relegated to DLC later on. I fully expected "IGA's Biggest Castle" right from the beginning to be a single Castle with 1,600+ rooms, thus bigger than the Castle in SotN (The Inverted Castle basically being the same rooms, just inverted with some design changes). In agreement with Arcueid Brunestud , I suspect that Bloodstained's 2nd Castle (assuming there will even be one) will be its reflection in the lake. A new ' Reflected' Castle idea, as opposed to an upside-down floating castle. That would be awesome but i'd hope it's not DLC and it's part of the main experience.
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Post by CastleDan on Jul 13, 2016 13:22:50 GMT -6
I mean, I know there was a desire to make a unique game out of this. I just wonder why they didn't do a vampire type game. I mean it's not like Castlevania will ever get legitimate sequels from this point on. So it seems like a missed opportunity to make a legit castlevania under a new game.
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Post by CastleDan on Jul 13, 2016 7:26:39 GMT -6
Just call him Grim Reaper instead and bam its unique. I'm kinda hoping he returns it'd be a cool way to make it feel like the same series, and since castlevania is gone I kinda want that
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Post by CastleDan on Jul 12, 2016 9:01:57 GMT -6
It takes place in the 1700's I don't think drinking is a big deal. Especially not in a game that would typically have nudity in some of the enemies.
Anyways, I want all the typical states, especially stone ( and hopefully you see cracks in the stone as you break out)
It'd be cool if we got some new ones.
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Post by CastleDan on Jul 12, 2016 8:48:08 GMT -6
I gotta say I'm a bit biased though, sound quality matters a lot to me and it's the main reason I picked SOTN. Beeps and boops don't cut it compared to the great audio quality of games like SOTN or the PS2 titles. I like to hear the true vision of a song not think about what it COULD sound like.
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Post by CastleDan on Jul 12, 2016 8:46:39 GMT -6
I think it's a smart move and a move to make Bloodstained the new Castlevania. Get it's recognition out their in any format possible so the name brand is popular.
In terms of the March release it makes perfect sense because of their staggered release approach which is why many people liked the idea. The main game will obviously be completed much sooner than all the content so why hold the game back till a ridiculous long time?
Also, I found the comment about a lot of mechanics not yet revealed to be interesting when asked what his favorite mechanic in the game is. It'll be cool to see what other stuff they haven't even talked about yet will be in this. Who knows? Transformations? The forging system? Some of the abilities you get? They haven't even talked about the familiars yet. Still a lot of cool things they can talk about in updates.
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Post by CastleDan on Jul 12, 2016 7:59:00 GMT -6
IGA probably referenced the 10h a while back as an average estimate of his previous games. That may have even been before this particular stretch goal was met, perhaps? Can't recall the source of the quote. Regardless, we should be looking at quite a bit of game. I wouldn't want to extend it much more, rather instead keep a potential series going. Years ago, when IGA left Konami and was talking about how to develop a game at a conference, he said that he estimate the overall dificulty of bosses by making the play test fight against a boss at a overral "normal" condition at that time of the game. The boss is considered good enough if the professional play tester can beat the boss without taking damage. I think when he said that 10h time frame, he is basing that on play testers. People capable of beating bosses without taking a single hit and that can beat the game fast and with a skilled gamplay. You can sure multiply that timeframe but 3 if you are talking about a "normal first time" player. Has there been any mention of MORE gear than previous Igavania games? ( more weapons to collect, more armor, more scarfs) If they're going for a bigger castle, you'd assume there'd be more to find right? IGA said on a interview that this game will be less equipment-dependant than Symphony of the Night. But even so, i think the number of equips will be higher, due to my answer below. My ultimate worry here is that enemies will end up with basically just a shard and a single item. I want all enemies to have a common and rare drop at least, in addition to a shard if they have one. I'd also prefer it if their alchemy drops (regardless of how rare) were kept separate from their item drops, meaning if they have an alchemy drop, it doesn't take the spot of their common/rare drop.
IGA has said in a interview that his current idea is that there will be five different kinds of drops, corresponding to different parts of an enemy, the heads, arms, and so on, and that even single monsters will have multiple drops. So, each monster would have at max five drops (probably head, arms, legs, body and shard), but not all of then will have all five. He never explained that idea very well, so, we don't know if each slot will have a drop corresponding to that (like arms dropping weapons), it is probably not. Some people (like me) assume he was talking about a general terms for drops. For instance, Amy is nothing more than a Head, so, it is probably that it only drops one thing (Head slot) and a shard. Dullahammer has arms, legs, body, shard, but has no Head. So, he maybe drops four itens. IGA also said that the general drop chance will be higher than most of his other games, because drop materials to forge and shards are a essential part of the gamplay and, as such, they can't be that hard to get. IGA also said that they wanted shards to be usable only after "maturing then", evolving then on some sort with alchemy. But we didn't see that on the demo, so maybe they gave up on that idea (He Said that the team wasn't happy with this, because it would be frustrating to get a power and not able to use it at the same time) or maybe they are re-working it. ManaIs the above still part of the plan? ( the body part drops from demons?) I remember that interview as well but it was pretty old.
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Post by CastleDan on Jul 12, 2016 7:44:01 GMT -6
Yeah but there's absolutely nothing to suggest it's gonna ignore the survival roots. I mean a person might think that going by just the teaser alone but enough info has come out where we know that isn't true. Well, you made my own point. I'm going by the teaser alone because all the other stuff is cool that they talked about it, but we haven't seen it or know how they will implement it. I can only go for what I can see and have played. When a proper demo pops up with survival elements, then we'll talk about them, I don't think I really made your point, I'm just saying to strictly go off a demo that was made purely to demonstrate atmosphere and exploration. A demo that isn't taken from the main game and isn't the actual main character is premature. That part of the lead up to a game is to listen to what the developers are saying too. So people saying it's a P.T. clone for example is premature because we know from the developers that the game features many of your typical RE elements which easily separate it from stuff like P.T. They just did a new interview where they were asked what game is 7 most similar too. They said while the setting and story are completely different, the game feels the most like RE1. They also said the game has a stronger emphasis on exploration than action ( much like RE1) to help the horror
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Post by CastleDan on Jul 11, 2016 20:45:56 GMT -6
The ones where you actually had to explore, use your mind with puzzles, preserve ammo and health items. Where tension and suspense was built, where you didn't have enemies using weapons on you... Yeah. Also, in terms of plot the simplicity of the old plots were so much better. You didn't have all these DIE HARD type terrorists with superhero main characters globetrotting the planet. It was a simple, giant corporation experimenting on people and animals. Much of the plot came from the files which were always far more interesting than whatever happened by the actual characters. Also the classic games use of camera angles just can't be topped. Look how well they used them to build tension and unease- This, pretty much, tbh. The old games were awesome. I always appreciated all the crazy and insane conspiracy theories that came up from the fact the game's notes and files (of course, you had to read them to know they were there and to know what was going on) were full of holes and missing information? Remember the times when no one knew who Edward Dewey was and people went nuts when it was announced he would appear in Zero (which I still like)? Good times. In any case, back to the topic at hand. It sure feels a lot like P.T., and while its always going to be a plus that at least its going back to its horror roots (something that had been genuinely missing since about RE4's midgame point), I'm a bit worried that they're going full horror and ignore their survival roots (which is, you know, RIGHT THERE ON THE GENRE'S NAME). Sure, right now there's no Silent Hill after Knoami's CEO went pants-on-head stupid, so its a fair thing for them to take up that space, but still, it really won't be A Resident Evil game. Just Capcom's very own Silent Hill. But at least its going to be better than 5 and whatever 6 was trying to be... so at least there's that. Yeah but there's absolutely nothing to suggest it's gonna ignore the survival roots. I mean a person might think that going by just the teaser alone but enough info has come out where we know that isn't true. For one they strictly said the genre will be survival horror. They said that shooting the enemies will not always be the answer and sometimes it's better to run. They said, it's not a mow down zombies sorta game, and that exploration/puzzles and overcoming obstacles is a major factor in the game. Inventory management, herbs..... In other words, all the elements you'd expect from the old games.
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Post by CastleDan on Jul 11, 2016 9:06:40 GMT -6
Well I could see a person who likes the RE4 style more being meh to this, I miss the classic RE style gameplay so this is more my speed The ones where you weren't mindlessly killing zombies and there was hardly a plot. The ones where you actually had to explore, use your mind with puzzles, preserve ammo and health items. Where tension and suspense was built, where you didn't have enemies using weapons on you... Yeah. Also, in terms of plot the simplicity of the old plots were so much better. You didn't have all these DIE HARD type terrorists with superhero main characters globetrotting the planet. It was a simple, giant corporation experimenting on people and animals. Much of the plot came from the files which were always far more interesting than whatever happened by the actual characters. Also the classic games use of camera angles just can't be topped. Look how well they used them to build tension and unease-
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Post by CastleDan on Jul 11, 2016 9:02:20 GMT -6
If you look at the other games, 10h is a bit more than the average completion time for each...assuming any sort of accuracy. Not exactly the most scientific of measurements, here... But anyway, with Bloodstained, since the castle will be assumedly so much larger than Dawn's, even if the player isn't trying to extend their playthrough with collection, that is going to happen regardless and lengthen the game. This is due even more so because there's a new system in place on top of the existing Soul system equivalent (shards) and standard drops/map filling, which is the new alchemy and crafting systems we will be playing with. These, with IGA's largest castle ever, will make for an adventure that's suitably lengthy, I think...and then we have more playable characters and 10 extra modes coming down the line. I wouldn't be worried! IGA probably referenced the 10h a while back as an average estimate of his previous games. That may have even been before this particular stretch goal was met, perhaps? Can't recall the source of the quote. Regardless, we should be looking at quite a bit of game. I wouldn't want to extend it much more, rather instead keep a potential series going. I think I asked this earlier but didn't get a response. Has there been any mention of MORE gear than previous Igavania games? ( more weapons to collect, more armor, more scarfs) If they're going for a bigger castle, you'd assume there'd be more to find right?
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Post by CastleDan on Jul 9, 2016 13:36:12 GMT -6
Mana , I don't know if this has been commented on yet but I ABSOLUTELY love the inventory section. Why? 1. My main issue with the DS Igavania's is stuff like a familiar would take up a spot in the magic section which means if I want to use a familiar it'd be replacing something else I want to use. Whereas in SOTN you'd have the ability to keep familiars going without taking anything off. 2. Like the above point there's so many shard types that it lets the game really breathe with all the mechanics. I want to be able to use every type at once and not feel too restrained and this allows that with so many SEPARATE shard types. 3. I'm seeing a LEVEL stat for the shards, so does that mean they can get better the more you get them? If so amazing, and that might also imply familiars like in SOTN can level up which would be even more awesome. ( I just hope they don't use MP) Seriously though, I love how neat the inventory is. I love how it tells you all the data you'd want to know from how much MP it uses to what the quality and levels are, and to sum up I LOVE that the familiars have their own spot and might have the possibility of leveling up as well. Thank you team. The game really seems like they're taking all the best qualities from each game and making the ultimate experience.
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Post by CastleDan on Jul 8, 2016 21:13:53 GMT -6
Yeah but I mean it's resident evil just in first person. In the gif it shows him with a hand gun. I just feel like people are overreacting though. We know their intentions were with the first demo, it was to just show the atmosphere and exploration. Which to me was a successful show of it. We know the combats in there. It's still the same old series, people are just taken back by the perspective change I will wait and see. I am not as excited about what I see so far, but everyone is different we are not a hive mind after all. After 6 I wanted a return to 4 or atleast the mechanics of 4 with the story style of the older games. I personally prefer 3rd person over 1st. I also miss the terrible voice acting of the first game it was great. Well I could see a person who likes the RE4 style more being meh to this, I miss the classic RE style gameplay so this is more my speed
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Post by CastleDan on Jul 8, 2016 21:11:52 GMT -6
Great, now it sounds even more like The Pinnacle I was gonna say that. This further confirms it sounding like pinnacle to me. I need more spiritual successors of SOTN's music if anything. Still I love this track lol Id love to hear an electric guitar version of this track. It feels like it could use a bit more oomph in the production in some way. The intro guitar slide makes me feel that way even more so
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Post by CastleDan on Jul 8, 2016 18:12:32 GMT -6
Nancy Drew? What? Come on now. Lol it's just Resident Evil in first person, people are over exaggerating due to a teaser that had one simple objective, show resident evil is back to a horror direction and to tease and essentially be free marketing for the game. The teaser doesn't show off combat but in sept we may get a new teaser with more gameplay systems shown off I did not mean it as an insult, nancy drew games were basically first person exploration and solving puzzles. The demo really only shows point and click adventure gameplay. Up to this point no combat mechanics have been shown other than a axe swing that can not be used on the instant loss end of the demo. Yeah but I mean it's resident evil just in first person. In the gif it shows him with a hand gun. I just feel like people are overreacting though. We know their intentions were with the first demo, it was to just show the atmosphere and exploration. Which to me was a successful show of it. We know the combats in there. It's still the same old series, people are just taken back by the perspective change
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Post by CastleDan on Jul 8, 2016 9:46:09 GMT -6
Okay, now my take. I need to preface by noting that I consider Yamane's SotN soundtrack to be not just the best Castlevania soundtrack but to be one of the best soundtracks to anything I have ever personally experienced. In brutal honesty, I feel that Castlevania soundtracks are perhaps better known for certain iconic tracks than they are for music you'd purposefully record and listen to at your non-gaming leisure. Some tracks from Castlevania 2 and Castlevania 3 would make such a list, in my opinion. A couple from Lament of Innocence. Not much else, really. Now, do I mean the entire SotN soundtrack? No. I don't have rose-tinted glasses when it comes to music; I can differentiate between music that is genuinely superb in ways that I personally like, and music that I've simply gotten used to, grew up with, or associate with a particular game/movie/whatever. That said, I would say that 50% of SotN's soundtrack (not counting the many boss battles) is in my traveling playlist. I can only name a handful of games or movies which share this distinction. Super Mario Galaxy, Chrono Trigger... it's a short list.
Where to begin on Bloodstained's music? I think I'll limit the discussion to two tracks: Galleon Minerva and Cursed Orphan. Galleon Minerva seems calculated to be Bloodstained's counterpart to SotN's Dracula's Castle. The two tracks are just about interchangeable. I don't consider either track to be flat-out amazing, in the specific sense of adding to a limited playlist that includes only the best, but I do consider Dracula's Castle to be an absolutely iconic part of SotN's soundtrack, and I am gradually coming to accept Galleon Minerva as fulfilling much the same role. Comparing the quality of the two, Galleon Minerva suffers from a decidedly lower production value, feeling like a track that was rejected from SotN in favor of Dracula's Castle. Cursed Orphan is the one track we have from the second composer, Ippo Yamada. Yamada has done a fair bit of music I like, including the exceptional and very famous Wily stage music from Mega Man 2. But I'm not here to be part of an echo chamber, so I must honestly submit that I find Cursed Orphan to be extremely generic and derivative. I get the impression that he slapped it together to serve as a counter piece to the somber and inactive main theme provided by Yamane. Yamada did a good job with minute-long chip tunes on the NES, but there is little here to give confidence in his half of Bloodstained's soundtrack. I found myself heartened to note that the demo's music was in fact entirely Yamane's doing, particularly as I was betting on Yamane only providing a token number of tracks, leaving it to Yamada to compose the majority of the soundtrack.
Now, there's a point that I feel I need to stress: While SotN's soundtrack was a technical masterpiece from front to back (not counting the credits), what elevated it above almost everything else I've ever listened to was the standout pieces that simply blew me away. SotN did not waste time in this regard: The first track that caught my notice to that extent was Prologue.
Now, just give the speakers some volume and listen to that. People in this thread seem hyped for the music we've heard so far in the demo. "I like it," everyone seems to be saying. "It's great." But if we'd been privy to a track anywhere near the caliber of Prologue, people would be frothing at the mouth over how great the final product is going to be. There would be no question: We were in for something special. In a way, I'm glad we've only been shown sort of middling-good tracks thus far; goodness knows I wouldn't have wanted to wear out Prologue a year before I got to play SotN. But in a way, it also leaves me room to worry whether the final product will have any tracks of the caliber of Prologue, the incongruous but irresistible Crystal Teardrops, the appropriately macabre and discordant Abandoned Pit, the melodic and slightly dissonant waltz Dance of Pales, or the epic and surprising The Tragic Prince. I also worry that Yamane's total output won't even allow for very many such tracks, especially with her counterpart muscling in. The final worry I have is that the change in IP may have (or may be having) a stifling effect on Yamane's creativity. What do I mean? I mean if we don't get any waltzes, organ-heavy Beethoven-esque sonatas, gothic-sounding harpsichord tunes, or, heck, even heavy rock pieces here and there, it's specifically because that was all done in Dracula-themed Castlevania, and here we have a new game whose setting feels nebulous. Perhaps the most Yamane really knows is that they want it to be "like Symphony of the Night", but perhaps not identical to it. I have to say that the music is the component of the game that I'll fuss over the most because my taste in games, I have found, has tended to be dictated to a great extent by how good its soundtrack was. You'd better believe that if most of Bloodstained's soundtrack ends up being of a vein of Cursed Orphan, it will color my entire experience with the game. So far, Bloodstained is looking to be more than I ever hoped it could - especially after the debacle of a certain very closely-patterned flop. Here's hoping the soundtrack ends up blowing me away. Yup, I pretty much feel the same way right now. I liked every track i've heard from Bloodstained but nothing has wowed me yet like the tracks from SOTN. SOTN, gave me feels and felt so damn fitting musically for a vampire story. The arrangements I feel like have a lot to do with it, I feel every instrument was perfectly picked for every part. Every track almost felt like a standout. That's not to knock what we've heard so far, I really have enjoyed them. I feel like the above track is CLOSE to the type of songs I'm hoping for but again something about the arrangement. It feels like it has a very modern feel to it? A more stripped down production compared to the very elaborate vibes of the SOTN OST? I'm not quite sure what it is but it's close! When the very melody string part comes in that's the melodic, creepy, classical music style vibe I miss. Moonlight Nocturne ^ I am hoping for tracks more in this vein, it has a darkness/mysterious shrouding the music WHILE being big sounding and melodic. I think the problem I'm having so far is the tracks don't invoke any moodiness or sense of dread. It all feels very lighthearted thus far. Listen to the Requiem from SOTN and you're filled with a sense of sadness and just a feeling of awe. It's not just a great composition but it feels very atmospheric in it's production.
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Post by CastleDan on Jul 7, 2016 17:18:22 GMT -6
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Post by CastleDan on Jul 6, 2016 16:17:48 GMT -6
From what I have seen so far it looks like a nancy drew pc game with zombies. I am sure as we get more footage the games combat will look better to me. Nancy Drew? What? Come on now. Lol it's just Resident Evil in first person, people are over exaggerating due to a teaser that had one simple objective, show resident evil is back to a horror direction and to tease and essentially be free marketing for the game. The teaser doesn't show off combat but in sept we may get a new teaser with more gameplay systems shown off
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Post by CastleDan on Jul 6, 2016 13:43:10 GMT -6
I don't know about things being TOO silly like that. I want it to feel somewhat serious since it's a period game about demons. That seems more like something that'd happen in a Devil May Cry which has a lot of comedy tucked in there.What I DO want to see is whatever visual changing equipment you have equipped shows up on her in the menu as well. So basically your in game model is the same model as your menu version, so whatever change you make to her shows up there. That way you can get a nice look at whatever equipment you have on. Having said all this, I feel like I'd love a classic painted portrait of her more than anything but I'm fine either way. I know what you mean, but it's not like she will stomp her feet and look pissed (her emotions are not really there for that) she will just simply walk away and I was thinking it would take a long time before she does this. So I don't think that would be too cartoony. but you could do something more fitting to the game. Maybe show her perform a spell with a shard, or take her weapon out and look at it. I feel like walking off just feels weird. ( I know I'm picky )
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