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Post by giwagiwa on May 24, 2016 6:48:08 GMT -6
With a physical disc it isn't important that online multiplayer is working on disc, because that requires an internet connection and constant updates/patches anyways. People who want physical copies are looking for the main singleplayer game to be complete.
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Post by giwagiwa on May 2, 2016 22:25:43 GMT -6
Most 3d games do move the character forward when using melee attacks, but that comes at a price. VERY few 3D games require the positional accuracy of older 2d games so it's not as big of a deal if the attack animations advance the player. And like it was mentioned before, advancing when attacking is generally more realistic. Videogames seldom (if ever) strive for realism in movement. Controlling horizontal movement when in the air is a trope that comes to mind. But yeah, 3d games usually dont have to worry about things like pitfalls and pixel-perfect collision and platforming. Those games have a z axis to play with so that is typically what's emphasized rather than things like precise jumps. But back in the nes days, if Simon Belmont moved forward during attacks you can just imagine how many medusa heads you'd eat. That would likely make the game unplayable for most. It all comes down to design though. If pitfalls and platforming arent very important in Bloodstained then advancing attacks would likely be fine. Hopefully BS will have a mixture of both, with good level design to make advancing attacks something for the player to strategically consider. Like I was attempting to explain, I've seen it work in 2d. You simply don't let the player fall off a platform from a ground attack that moves the player forward, and attacking medusa heads is a matter of getting used to timing like attacking sooner than later. It's all about how well the controls are implemented. Look at Salt and Sanctuary for a 2d example.
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Post by giwagiwa on May 1, 2016 7:52:21 GMT -6
well, you can achieve the illusion of forward momentum without actually moving the character forward through the characters motions during the animation, while weapons that actually move you forward like the estoc can certainly be a thing, it should be a special property on a few weapons, especially if this property is active during jumps because it has the potential of allowing sequence breaking (not to say sequence breaking is bad and shouldnt be allowed, just that this needs to be weighted towards being an advanced skill to not make it too easy to perform, and if a lot of weapons have this nudge property then you have to plan for people abusing that nudge on their first playthrough, which has the side effect of making even simple jumps harder for those who dont know about the nudge trick) a bit rambly, but i hope i got my point across there >P It makes sense to move the player on the ground, but not in the air. Unless they're using magic or wings or something. It's OK for aerial attacks to work slightly different than on the ground. Also as far as the whole falling off a platform thing, you can make it so the player stops moving forward at the edge of a platform when the attack would normally have them fall off the ledge. Much like how it works in Super Smash Bros (look at Ike's left/right B dashing attack).
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Post by giwagiwa on Apr 26, 2016 11:01:38 GMT -6
With that said there are some things to consider. The most important aspect would be maintaining your position while attacking. In a platform game positioning is crucial, and an attack that moves your character forward immediately becomes a gamble. You dont want to fall off a platform because the character steps forward during an attack. The above is sort of a general rule in 2D platformer design theory, but it certainly can be broken. If you have a sword that deals massive damage but moves the character forward a considerable amount when attacking then that creates a risk vs reward meta game. Things like this, when designed well, add strategic depth and variety to a game. I don't necessarily agree. When you think about it, it's really odd for a person to remain standing still in place while attacking. Watch a kendo/fencing match and you'll see both players lunging forward or stretching their arms out whenever they attack to get some added range. Footwork is really important. It's funny you mention this, because it's a mechanic in Dark Souls/Bloodborne that practically every weapon attack moves your character forward even if just a bit, so you have to be careful when you're next to a cliff. However, no one complains about this because the controls are so well implemented it's always the player's fault if they accidentally fall.
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Post by giwagiwa on Apr 23, 2016 21:31:20 GMT -6
Is the only reason this game isnt being deved for PS3 and 360 is because those consoles are old now and thus wouldnt be very profitable? I mean does it actually REQUIRE an Xbox One to PS4 to run? I dont really care as I have a PS4, but Id find it funny if a 360 and PS3 couldnt handle the "vast amount of processing power and graphical fidelity" 2d/3d platformer would require. If the PS3 can run a game that looks like the Last of Us, Uncharted 3 and FF13 surely Id think it could handle this. Would my assumption be correct? I know you're asking because you don't want to buy a new console. However, the PS4 has been out nearly 3 years at this point with an upgraded version on its way. That's half the life of your typical Nintendo console. New hardware comes in, and it makes no monetary sense to keep developing for the old. I would understand if Bloodstained was targeted to release right near the end of the PS3 era, however we'll be half way into the current generation before it's done.
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Post by giwagiwa on Apr 6, 2016 6:59:51 GMT -6
Hi guys, I'm new here. I think it is a quite controversial question. Many people think that nudity of women character is a form of objectification. I personally think that it could be an ingredient pleasant by players, like many other form of enterteinment based on women comeliness, as long as it treated with maturity. Although I gave the succubus as an example, no one said this topic was limited to females.
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Post by giwagiwa on Mar 9, 2016 8:01:33 GMT -6
Why the community consensus might be steering the team away from a "good" idea or might be influencing the team in a "bad" way. This game is not community-driven, it's IGA-driven. IGA made it explicitly clear in "Ask IGA #7" that he's taking community suggestions into account but the end product will mesh with his vision of the game.
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Post by giwagiwa on Feb 14, 2016 19:10:33 GMT -6
Bro we don't even know what the NX is yet, lol.
If it's like another Wii (Nintendo probably won't make that mistake) where the game needs to be reworked because of the control scheme it may not be worth it.
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Post by giwagiwa on Feb 3, 2016 20:59:50 GMT -6
While the DSS or DDS (whatever they were) cards were pretty unique in Circle of the Moon, it slowed down the game's pace a lot due to turning on and off cards or going into the menu to swap cards. And half of the time, you didn't even get most of the cards unless you grinded enemies for drops. I never knew that you had to kill enemies to get them. I thought that they would be cool items to find in the castle along with the cubes that gave you the special abilities to roam the castle. Then again, the card menu glitch works wonders to play with any card combination you want, but still it slows down the pace by a lot. True, I ended up having a "magician" playthrough before I got all the cards. I was surprised there was a mode that just gives you all of them considering how hard they were to obtain. Circle of the Moon was awesome though.
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Post by giwagiwa on Feb 3, 2016 20:39:35 GMT -6
One thing that the Lords of Shadow series of games did right was the combat. In LoS, MoF, and LoS2, you can do an upward whip attack from the ground and follow it with jump to launch enemies. Then you can follow-up with an air combo. It makes for excellent combat while you play out the story--which is pretty good IMO. I played on 3ds. Launching enemies is pretty standard in a God of War/Devil May Cry combat clone. The problem is there's never a point in the game where the enemy design encourages you to use it over just simply hammering on the X or Y buttons. If you disagree with my point 3. Bosses and enemies are way too easy. I should have a disclaimer I played this game after beating Bloodborne, so comparatively a lot of games have easy and boring combat to me.
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Post by giwagiwa on Feb 1, 2016 22:59:07 GMT -6
The game itself is pretty meh, but man I have so many gripes with their design decisions.
1. The game has "tutorial syndrome" It seems like I never stop running into places where the game has to tell me exactly what to do and what buttons to press. Heck even late into the game there's a boss battle where it freezes time and TELLS you to press the L button to block, just so you know you can block that boss's particular attack!
2. Platforming (jumping) is floaty Jumping takes too long and there is no control of the height of your jump. It feels like you should move much faster in the air than you do. Mix that in with a few pixel perfect jumps across gaps and onto ledges, and you end up with a frustrating system at times. The fall damage and instant deaths are annoying as well. One thing they got right is you never seem to accidentally miss the ledges.
3. Bosses and enemies are way too easy. If you die during a boss, you start at the last "checkpoint" during the boss battle where the boss switched up tactics. Even if it weren't for this making every boss a breeze, all bosses warn you of their attacks with a bright shining spark so it's extremely easy to know when to dodge. Another reason why combat is so easy is because your weapon attacks half the screen.
4. QTEs (Quick Time Events) Even if you're not the kind of person who hates these, they're overused. Every time you open a chest you have to mash the B button or you fail. Same goes with many other repetitive obstacles. One ultimate sin is where they have a quick time event in the middle of a boss battle, and if you die in the actual combat that happens afterwards it starts you back at that quick time event!!!
5. Story? What story? Each player character has a single motivation to kill Dracula which is shown at the beginning of their gameplay section, and that's the extent of the plot. Nothing else happens besides them interacting with a silent character and (briefly) each other.
Overall I'm surprised I even had the attention span to beat this game, but I guess that in and of itself attests to a small bit of quality. The combat itself was OK and there were a few environments that looked pretty nice. Other than that this game is mostly a hack and slash drone with slow and easy platforming elements.
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Post by giwagiwa on Jan 25, 2016 11:30:33 GMT -6
I would prefer there be no DLC at all. Come up with everything and include it in the game. If the dev team/IGA has more stuff, then work it into a second story and release it in Bloodstained 2. Why? Some content is cheaper/easier to create than others and can be done in a reasonably quick timeframe. Why not prolong the life of a product and give gamers more of what they want? Like if you can make something like costumes or extra weapons or whatever in a "short" period of time, why put it off until 2-4 years for the sequel? Granted all this content should be started AFTER the main game is finished and shipped out. I hate significant Day 1 Paid DLC (cosmetic stuff I usually don't care about but more substantial stuff really bothers me) - the sort stuff that was clearly finished in time to ship with the main product but is sectioned off to sell separately. However, if its quality content that clearly made after the fact and not ready for ship time, why would I turn that down? A lot of gamers still prefer to physically own the games they love, and at the same time they don't want to miss out on content. DLC creates a problem for these types of people unless it is eventually released in a physical game of the year edition of sorts.
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Post by giwagiwa on Jan 22, 2016 9:18:00 GMT -6
I'm not 100% clear on the specifics of how they work, but the -chan just sounded spiffy. In reality, you can get away with it because you are not Japanese and are ignorant of their culture. If you were Japanese and raised in Japan, yes it would be weird to address someone you don't personally know with chan. If you called her that to her face, she might correct you, or she might accept it knowing you don't know any better. Either way it's not going to hurt any feelings.
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Post by giwagiwa on Jan 17, 2016 13:00:13 GMT -6
I don't know where to begin, I don't know what I'm looking for. Have NO idea how Goob got it. He got it through a wild but sensible thematic guess.
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Post by giwagiwa on Jan 17, 2016 12:38:14 GMT -6
What, no rhythm game bullet hell bosses? Yuck! =P
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Post by giwagiwa on Jan 17, 2016 12:36:26 GMT -6
Battler BossA Battler Boss is a Boss with a high HP, powerful attacks and variable patterns. I would say you've missed something here. A boss doesn't have to have high HP to be battle based. It could be a very aggressive attacker making it hard to get hits in, or it makes attempts at dodging your attacks.
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Post by giwagiwa on Jan 12, 2016 23:06:43 GMT -6
The 'not showing us the romance between Maria and Alucard !!!' Just kidding. Look up Castlevania: Nocturne of Recollection. Alucard is such a dork.
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Post by giwagiwa on Jan 8, 2016 18:35:14 GMT -6
Given the detail and the size of the sprite in game, I hope there is a pause feature that allows us to zoom in. This isn't a sprite, a sprite is considered an image, or in the case of 3d games a flat plane that always faces the camera (usually used for fire or smoke). Something I've been wondering is how does this shader look from a distance? It looks awesome up close but at the end of the day that won't matter. In fact, I think her model is way too detailed unless we're expecting a lot of close up cutscenes in the game.
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Post by giwagiwa on Jan 7, 2016 22:45:25 GMT -6
In other words, things you didn't like about any of the previous metroidvania Castlevanias that you don't want to see repeated in Bloodstained.
I'll start with the castle layout in Harmony of Dissonance. I loved the start of the game, but it's the one game I grew tired of playing because of the extreme amount of backtracking and confusion about how to get to where you want to go due to necessary warping between two castles to get around. This was an intentional part of the game design but ended up being very frustrating.
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Post by giwagiwa on Jan 7, 2016 20:09:19 GMT -6
I'll cast my vote for "It's IGA's decision and if we get nitpicky about insignificant things like breast size the community is going to ruin the game."
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