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Post by CastleDan on May 26, 2016 9:51:43 GMT -6
I'm not concerned. I get to play the game I care about sooner and then get a stream of updates to keep my attention as they get completed. I'm in this for the main game and the stuff that typically comes with igavania's like 2nd playable character or boss rush.... The other stuff to me is glorified free DLC content and glorified DLC content shouldn't keep this main game away from us an extra year or so... Am aware am probably in the minority regarding this opinion, but honestly this is a more complicated topic that people give it credit for. It isn't as simple as your description of just playing the main game and then the other stuff comes later. Well please explain, I'm having a hard time seeing the difficulty of this. You bought everything and everything will come but instead of waiting an absurd amount of time for modes that were never originally intended to even be in the game you get what was intended and then you can download the rest as it becomes finished. I get people who like to collect things wants a full package which is why I can SORTA understand why holding back the physical copy might be okay, even though I think that's unneeded. We live in an age where games get DLC and a lot of the content the game got added on sounds like the kind of content you'd get AS DLC.
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Post by CastleDan on May 25, 2016 10:14:54 GMT -6
I believe I heard someone say Plant 42..| I love me some referencing of Resident Evil. A fun fact: Ippo who is working on Bloodstained did the sound design of Resident Evil 1. Which makes me very happy.
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Post by CastleDan on May 25, 2016 10:01:04 GMT -6
Man I already watched this video like twenty times. For me, am more looking for a general update rather than a demo with all the staggered release talks going around am more concerned about that to be honest. I'd be good to see how IGA and team feel about this and what will be their plans. Am not gonna lie am not keen on the idea at all. I'm not concerned. I get to play the game I care about sooner and then get a stream of updates to keep my attention as they get completed. I'm in this for the main game and the stuff that typically comes with igavania's like 2nd playable character or boss rush.... The other stuff to me is glorified free DLC content and glorified DLC content shouldn't keep this main game away from us an extra year or so...
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Post by CastleDan on May 24, 2016 14:35:55 GMT -6
It's a little early to talk about it in detail, but there are certain moves/items required to enter certain areas. Whether these features are absolutely required, I'm not sure. We could assume it would be similar to past Igavania games. Different Igavanias are kind of on different places on this spectrum (hard vs soft) so I was just kind of curious in which direction Iga has moved as a designer, especially in the past 8 years, and how that may influence the design of Bloodstained. Perhaps its too early to be asking this question? Well hopefully a good balance is struck. I think the virtues of both types have already been discussed in here so I guess we'll see where the chips fall. I generally prefer hard locks as igavanias are typically known for the " power up " that allows access to a new area type scenarios. However, I don't see why it has to be so cut and dry? Why not a mixture? I'm all about variety. A) Your argument for hard locks seems to come down solely to tradition (unless I've misunderstood you?). I don't think that's a particularly compelling argument, especially given that there are legit reasons why you might want to have some some number of hard locks as Pure Miriam pointed out. B) It's not usually cut and dry but the balance has to be something you think about and consider early in development. You usually want strong narrative moments to be controlled by hard locks but if you have too many, it can make the world feel especially artificial, stymie exploration and significantly reduce replayability. Compare and contrast the design of Super Metroid vs Metroid Fusion. Hard locks are generally just less fun. Perhaps my memory is off but I'd consider SOTN one of the softer-locked games Iga has worked on so I'm a bit surprised you have preference for hard locks. I feel like SOTN actually has the perfect mix of hard lock and soft lock which is why I said a good mixture of both. There's certain areas where you can't progress unless you have a certain ability and other abilities you can just go in early but get dominated. I genuinely love both. My answer is influenced by SOTN in that SOTN is about variety and I love variety.
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Post by CastleDan on May 23, 2016 23:37:54 GMT -6
I will Copy paste this from the "You found a secret room" thread: I like secret areas in games and of course in Castlevania. Breakable walls that reveal a hidden room or a item and puzzles that opens a room, yup they add a lot to the experience and I want to see lots of them in Bloodstained including those areas that require a certain item or ability to reach. I approve of this message
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Post by CastleDan on May 23, 2016 23:07:34 GMT -6
*Reads Astaroth and CastleDan 's posts* Allright Goob, try to avoid overhype and keep expectations reasonable, try to avoid overhype and keep expectations reasonable, try to avoid overhype and... * Brain blows a fuse and mouth makes the Jontron 'oooh' sound.* Kickstarter updates have been great so far, but if possible at E3 2016, I'd like to see a new interview with IGA and Ben from Gamespot that's a follow-up to this one where they discuss the timeline and say "This is what we had planned for Bloodstained by now, this is what we accomplished, here are there reasons why we've made the progress we have, and here are the new plans/set of goals for this time next year." That's exactly what I want as well. While the updates have been very awesome, I would love to know more about what they're specifically working on or how much they've achieved. Just to get a general idea on how things are progressing.
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Post by CastleDan on May 23, 2016 23:05:52 GMT -6
I generally prefer hard locks as igavanias are typically known for the " power up " that allows access to a new area type scenarios.
However, I don't see why it has to be so cut and dry? Why not a mixture? I'm all about variety.
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Post by CastleDan on May 23, 2016 14:30:16 GMT -6
I wonder how many area themes that Ippo Yamada will compose. Is it just going to be Michiru Yamane who composes the background music for each part of Gebel's Castle? I'm definitely liking "Cursed Orphan", and I can't help but expect some "Megaman Zero"-esque themes from Yamada, especially for combat against Bosses. If he's going to do background music for parts of Gebel's Castle, I'd expect a rhythm that pumps you up for action. I remember seeing in the stream at the end of the kickstarter that Ippo thinks Yamane should be doing the majority of the work. Like his duties will be put elsewhere. I also remember Yamane saying she hopes to do some guitar oriented tracks as well.
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Post by CastleDan on May 23, 2016 13:21:01 GMT -6
yeah, curry the kid joined iga after the ks, and the office move affected igas part of the team for a little bit but they were still in contact with inti during that time, and most of the slowdown at the beginning was the discussions on locking down the shader (important for visuals like colors uvs bumpmaps textures and setting tone, but not for backend stuff like coding modeling assets or story), after that was out of the way theyve seemed to be progressing really quickly and they had the content planned out for mar-may ready at the end of feb so all this is leading up to something, and that e3 is mid june cant be a coincidence, whatever it is in june, its gonna be BIG! (runs past the shack and dives into the ditch) I totally forgot that and it's such a huge point to make that should be bolded. Ben saw all three of those major updates in FEB. So like I assumed in my previous post, they may have been holding things back for a big surprise at E3. Whether it be a playable demo, or just a trailer of some sort...who knows but that above point makes it more reasonable to believe.
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Post by CastleDan on May 23, 2016 12:06:43 GMT -6
I seriously doubt E3 will have a playable demo. That was probably just optimistic of Ben to want that for the backers. There was new talent brought in, an office move, and I think some other stuff that may have paced the project behind that original hope for a playable demo by E3. I've never wanted to be so wrong though. I'd love to play a demo. New talent was brought in as well? That's cool. I mean who knows how far they actually are though? we've seen a detailed background, we've seen stage layouts, we've seen Miriam in action, we've seen a monster in action. I mean they might giving us tastes of things in lesser qualities so they can hold back till a bigger reveal. Who knows how far they ACTUALLY are....but you're right. I doubt a playable demo, but i'm typically overly optimistic lol. I mean what else COULD be at E3? A trailer? Wouldn't that suggest it's father along then we expect?
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Post by CastleDan on May 23, 2016 10:53:54 GMT -6
Now that a year has passed let's look at this video and see where time frame was mentioned after the Kickstarter was done. The way it sounded to me was that resetting the time plan for the larger scope of work was very up front. Getting a beta ready for 2016 was an unofficial target back then. I love how Ben talks about working with the community and Kickstarter transparency. It'll be interesting to see the update this month and find out whatever the E3 related info is. They mentioned in this they wanted it to be playable by E3, will it be? I wonder. Are they farther along then we think? Who knows... It'll be interesting to see the contents of this months update.
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Post by CastleDan on May 18, 2016 20:47:20 GMT -6
The problem here is the game wouldn't be incomplete and that notion popping up over and over is exhausting because it's not really true. This isn't a game where the developer takes out a section of the castle and says IT'S A BONUS in a later DLC. We are getting the MAIN game whatever they determine that to be. The amount of modes we are getting in this game are a lot more than most Igavania's to begin with people. The essential main experience is what they want to release first, it makes absolute sense to release that when it's done instead of holding it back a ridiculous amount of time just so every single thing they promised gets finished. Who knows how long that can take but it doesn't seem fair to the MAJORITY of people, it seems like something to cater to the few at the expense of the majority. A lot of people are excited for an Igavania experience, the main single player story because that's what his games are mainly known for. All the modes are awesome icing on the cake, but there would be a lot of outrage if the game gets delayed month after month after month into another year because of a mode that no one even figured would be getting made to begin with. If you look all over the internet over the outrage directed at Mighty No 9 because they decided to hold off releasing the game to fix up an online component. The comment sections are flooded with, no one even wants to play this game for that reason? Why not just release the game now and patch that in later? Which is EXACTLY what this team is doing for Bloodstained, because it's right for the majority, and it makes sense in this day and age. I could easily be wrong, but I was assuming the complaints about "completeness" were mostly centered around the physical release. If the game does use a staggered release model the backers that ordered a disk-based copy of the game will either receive the disk at the time of the initial content's release, thus lacking the features that will come later, or they will receive the disk later when all of the content is complete. Like I said though, we're likely getting ahead of ourselves here considering the lack of concrete details. Which they will be able to get as free DLC later. It's not a big deal. People act like they're stripping you of all content. It's so the main game doesn't get delayed to hell
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Post by CastleDan on May 18, 2016 13:11:22 GMT -6
The problem here is the game wouldn't be incomplete and that notion popping up over and over is exhausting because it's not really true.
This isn't a game where the developer takes out a section of the castle and says IT'S A BONUS in a later DLC. We are getting the MAIN game whatever they determine that to be. The amount of modes we are getting in this game are a lot more than most Igavania's to begin with people. The essential main experience is what they want to release first, it makes absolute sense to release that when it's done instead of holding it back a ridiculous amount of time just so every single thing they promised gets finished. Who knows how long that can take but it doesn't seem fair to the MAJORITY of people, it seems like something to cater to the few at the expense of the majority.
A lot of people are excited for an Igavania experience, the main single player story because that's what his games are mainly known for. All the modes are awesome icing on the cake, but there would be a lot of outrage if the game gets delayed month after month after month into another year because of a mode that no one even figured would be getting made to begin with. If you look all over the internet over the outrage directed at Mighty No 9 because they decided to hold off releasing the game to fix up an online component. The comment sections are flooded with, no one even wants to play this game for that reason? Why not just release the game now and patch that in later? Which is EXACTLY what this team is doing for Bloodstained, because it's right for the majority, and it makes sense in this day and age.
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Post by CastleDan on May 13, 2016 11:26:11 GMT -6
Idk if all of you checked out this interview before. ( tim turi funny enough now works for Capcom....probably wanted to see RE2 Remake early ) It's a great interview about Hirabayashi ( producer of Remake 2) and the work that went into the remaster of the original remake. Funny enough he mentions the possibility of REmake 2 in this interview from a while back. Check out his explanation of the two possible directions.
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Post by CastleDan on May 12, 2016 15:41:30 GMT -6
I'd agree that the degree and sense of interconnected-ness is the strength and greatest aspect of a world design focusing on a castle. Other points, from platforming and room design to the number and nature of secrets you can find to encourage that sense of discovery are all up to the game designers. Non-castle locations can use vertical-ness just as well as any castle section for example. I feel if you put most individual castle sections from any of the other Igavanias against most levels in OoE, the difference between them is likely to be less obvious that you'd expect. That's why I say, in general, I think good level design and variety is the most important and I think you can achieve both either indoors or outdoors with the appropriate talent and craftsmanship. That isn't to say they aren't different or you can't prefer one over the other but I feel I've played enough Metroidvanias to say that if there is any weakness in OoE level design, its not inherent to an outdoor setting. I wasn't crazy about the level design of OoE but I don't want to get into an OoE hate train because I know there's a lot of fans of it. So I will say one aspect I absolutely love about the game is the variety of spells, lot of cool visuals, and ideas. Lol
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Post by CastleDan on May 12, 2016 11:12:29 GMT -6
Realistically, it shouldn't matter if its inside the castle or outside the castle. All that matters is quality level design and that can be accomplished in either setting. Even if you thought the level design of outdoor environments in the past were lacking for Igavanias, there is nothing to suggest that can't/haven't learned from past work. In the end I don't think it matters too much as long as there is adequate environmental variety. Accomplish that along with good level design and I think "castle vs. non-castle" becomes a small/non-issue. I guess that's all a matter of opinion because i thought the level design in OOE was largely bad, and I attribute a lot of that to a focus on outside areas and less of a focus on making a good castle that is the focus of the experience. Even though the castle was more of an extra. Was it cool that the game included the castle as a secret? Sure, but for me it was a waste because a lot of the design was very very repetitive. As long as the castle gets the attention it deserves and the focus it deserves I wouldn't mind some outside castle locations even though it seems pretty obvious they aren't doing that based on what they've said numerous times. What I know is SOTN had some of the best locations in the series and a well designed castle. You don't NEED locations outside the castle if the castle is well designed and varied. Variety is always great sure, but you can have gardens, you can have underwater caverns, you can have courtyards, you can have a ghost ship, you can have all these great locations within the grounds of the castle one way or another when it's well designed. I feel like having locations outside the castle flattens out the level design and the coolness of discovery. To me finding a garden within the castle in a very well designed way would be infinitely cooler than it being a flat location that you pass by on your way to the castle. It reminds me of the hub system of Lament of Innocence. Part of the greatness of SOTN was how all the areas were connected, the discovery of how to get to a vastly different looking areas. Putting a hub system in OOE or Lament kills that off and then you just have separate areas that have no thought into how they connect. Which kills part of the enjoyment of exploration. My love for newer Castlevania games were that there was a real thought on how you discover a new location and that if you don't search or think about things or test things out you might miss a cool new location. Hubs and locations that just pop up on a map kills it and makes it overly streamlined.
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Post by CastleDan on May 12, 2016 10:09:03 GMT -6
theres another bit of concept art that could become a headshot of that cursed cross, so it may be a state rather than an attack Indeed it may be a state, as I think the description states that Miriam's magic power spikes to a dangerous level. If this were a "costume", maybe it would still affect her stats. Honestly, gives me the vibe of dark metamorphosis. Wonder if it's a spell that has a similar idea to it.
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Post by CastleDan on May 12, 2016 9:41:17 GMT -6
and to clarify... a lead up to the castle i'd be fine with, and a ghost ship was used on a small scale IN aria's castle which I loved. It added character to the underwater location.
My issue stems from when they make whole locations that aren't apart of the castle which takes the focus away from making a spectacular castle.
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Post by CastleDan on May 11, 2016 21:17:45 GMT -6
It looks like there's a pretty big body of water around the castle... maybe there could be a ghost ship sailing around it that can be explored. :> Based on the two concept art pieces to the left that take place on a ship, you are probably right.
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Post by CastleDan on May 11, 2016 19:19:28 GMT -6
Bleh much rather the game focus entirely on the castle. That doesn't mean we can't have gardens or outside themed areas but I don't want any attention taken away from the main location of the game by working on more outside locations
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