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Post by m0nkf15h on Mar 9, 2018 4:04:52 GMT -6
Well, I think making it require an online patch will make collectors unhappy. Everything needs to be in hand forever and always to many collectors. What did you think of my suggestion for making it up with a physical item? Thats why i said make it a separate executable so you can store it on hard drive or whatever indefinitely (not an "online" patch but securely distributed and downloadable to keep). gunlord500 Physical stuff is all very well but it doesn't last 5 seconds in my house (two small children 5 and 7) and frankly a booklet seems like a slap in the face. There's quite a big difference between getting a whole boss and getting a boss skin in my view but it's not so much a question of what I end up getting vs what other people can get, more that i don't like being lied to or promises being broken or however you want to put it. Bloodstained secured our financial commitment long ago and by this point it's secured our emotional investment too. If demand for the "backer exclusive" content is high so it will result in higher sales if this content is passed on to your average consumer then 505 will do it and i don't necessarily blame them for this, after all it's the business they are in and our disappointment will cost them nothing where as the disappointment of those who want the content more widely distributed would potentially cost them sales. If we can't have the Boss and Weapon as unique content i'd still argue we should get some kind of unique content to distinguish between a retail version of the game and the Backer Edition. Doesn't have to be something big, extra costumes or something, anything really even if it's delivered a long way down the line. Just something to acknowledge that we supported this from the beginning something more than a "strategy booklet".
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Post by m0nkf15h on Mar 8, 2018 19:26:58 GMT -6
XombieMike I was thinking a link (or even the patchfile) could be sent via a backers email rather than something physical but realistically i dont think either way would happen, besides thats not the real issue here. The real question is what makes the $60 tier kickstarter version of the game different to any retail version of the game (Standard or Deluxe, excluding anything physical like booklets)? If you can get the same content by just buying a copy then I think this is going to make a lot of people unhappy. Reading between the lines I have a hunch that this will happen and it's more a question of whether to implement it this way: backer-exclusive content available in a "deluxe" edition, you can pretty much expect that deluxe edition to still cost 60$, but not have the other goodies. Or this way: releasing the backer exclusive content to everyone (via deluxe edition or not) but backers get special skins/cosmetics for those items. Which suggests we're not gonna get any unique content in our version of the game if we backed at the $60 level it's a real shame as i think this promise is one of the reasons the kickstarter was so successful.
If we're getting a copy thats going to be the same as at least some retail versions of the game then perhaps some extra skins/outfits for Miriam wouldn't hurt, one's that aren't available to the general public. That would soften the blow more than a booklet and soundtrack, some in-game unique content to distinguish it from a store bought copy.
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Post by m0nkf15h on Mar 8, 2018 14:18:35 GMT -6
Mike, the technical side of it isn't really my concern. If it's a problem then it's the Dev Team's problem to contend with, and i dont mind how they deal with it as long as it doesnt result in me being lied to about what's exclusive to backers and what isn't. The production of the 2 kinds of physical copy (Standard and Special Edition) should have been (and probably have been) costed before any kickstarter promises were even made so offering the different versions should be no hardship for them to keep their promises, it's kind of the price you pay if you want public investment. EDIT: If the issue is to do with production costs as XombieMike is theorising then all that need be done is release a Patch thats a separate executable (so it can be applied to future installs of the game without being on a server somewhere) to backers only with the unique content on.
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Post by m0nkf15h on Mar 8, 2018 13:38:06 GMT -6
"What may end up happening in the end for example is that we wouldn't just make it available to everyone for free, and instead have the content as part of a deluxe edition. In this example, backers would still be getting the soundtrack and retro strategy booklet on top of that."
Please no, not this... It would be a real kick in the teeth for some of us. Do the words backer exclusive not actually mean backer exclusive, sound track and booklet might be kind of cool for some people but i was under the impression that i was gonna get a version of the game with unique content not available to people who didn't back the game. DLC's are fine but not everything should be DLCs especially if it's content thats been billed as only for backers.
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Post by m0nkf15h on Mar 7, 2018 9:39:56 GMT -6
Count me in Mike.
"Monkfish"
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Post by m0nkf15h on Mar 7, 2018 9:20:46 GMT -6
I'm really hoping this isn't the case redprince . I would hope that the backer exclusive content remains something for the Special Editions of the game only, I'd consider it our reward for having enough faith in the project to invest in it when IGA needed us to. I stress this is only my personal opinion but at the end of the day it's only one boss and one weapon so it's hardly like you're missing out hugely if you dont get access to it. Something else that makes me suspect that this content will (and should IMO) only get a limited release is that the extra boss is based on IGA himself, and self insertion is something he was very reluctant to do as he's so modest, but he bowed to fan pressure. So I dont believe he'd want that content to be widely available. Maybe i'm wrong and maybe the backer exclusive content will be available to all in time but if it is i'll feel more than a little betrayed, and i don't think i'll be alone in feeling that way. Buisness is Buisness these days though and the word exclusive seems to mean very little so chances are you'll be quids-in anyway.
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Post by m0nkf15h on Feb 21, 2018 9:15:14 GMT -6
Scars Unseen I respectfully disagree, its still misleading, call it marketing if you like i call it deception as it does misrepresent the product
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Post by m0nkf15h on Feb 20, 2018 12:30:59 GMT -6
I reckon these are just "Bullshots" mocked up by IGN for the sake of the article. But of course theres a (small) possibility that they are real, the cam could shift angle when in certain areas or perhaps when a crit happens or something but i really hope this isn't the case - not sure how i feel about the camera flying around everywhere every 5 minutes (you guys know already i'm a traditionalist). Maybe theres camera options that are toggle-able or maybe it's just for certain transitions, hell maybe there's manual camera control options (i kinda hope there isn't though).
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Post by m0nkf15h on Feb 9, 2018 9:50:56 GMT -6
As would we all. Darn it crocodile and your thread title. lol Staggered content release has not been confirmed/announced, so don't worry too much at this point - the current plan is to fit everything in at launch. If they have to, they could use a different content delivery model but only if truly necessary. What did I do? This thread title and OP post were 100% accurate as of when they were posted LOL. I really wish people would quit it with the "OMG unfinished game" thing though. When staggered content is done right the game is not "unfinished". This is true Crocodile, but we as a community can only hope that things are done "right". I don't have an issue with staggered content as long as it's all of a similar high quality, but as i just said all we can do is hope for this and have faith that this will be the case. We're all aware that sometimes quality slips with "staggered content" in some cases, just gotta have faith that IGA keeps the standard up. The real issue with Bloodstained i feel will not be one of quality though, it's going to be more a question of how "staggered" the staggered release will be. How long will we be expected to wait for certain game modes or features? I'm patient and generally don't mind waiting for content but i do know not everyone is as accommodating as me - some people would be very unhappy to wait longer for content they've already been anticipating since the kickstarter. It would be helpful if at some point in the near future someone (possibly from 505) could give us some idea about what features will ship with initial release and what features we're gonna have to wait for along with some kind of vague release schedule for the staggered content. This approach might silence some critics of the staggered model. As long as the backer exclusive stuff remains only for backers (it's our reward for having faith in the project) and all the promised stretch-goals are achieved then i'm a happy bunny. I cant see IGA letting them release something he's unhappy with, staggered or otherwise.
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Post by m0nkf15h on Jan 31, 2018 18:17:52 GMT -6
I'm happy to see some sort of Shard crafting for duplicates and in general it looks interesting, i'm still hoping to find some cool equipment lying around though. Hopefully some stuff is uncraftable (as in it can't be made only found). Dismantle? Option could present some interesting opertunities, depending on how it's implimented. It will be interesting to see if you can take aspects of one item and put it on another, or whether you simply get back the crafting materials for the item that's dismantled. Also anyone else think that looks like ?
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Post by m0nkf15h on Jan 18, 2018 5:30:14 GMT -6
I wasnt going to reply to this thread at all, was quite happy to let people get on with their opinions and just observe where this thread was going. But as i've been tagged in the discussion maybe it's time i had my say, so here goes:-
The question of whether Metroid games are or are not Metroidvania is frankly a little bit off topic, that said i do think that Bloodstained has more Metroid elements in it than some are willing to admit, for example look at the directional shard power we see in the Bloodstained demo - aims rather a lot like samus' gun arm and we know there are going to be more guns in Bloodstained which is a notable shift away from the traditional Castlevania way of doing things primarily with melee attacks.
With this in mind we can conclude that Bloodstained is definately a Metroidvania game with the emphasis on vania.
Is Bloodstained an IGAvania game? Obviously yes. Is IGAvania a genre? In my opinion no
Genres are used to classify games according to aspects of their gameplay eg. "point & click" or "FPS" these are examples of genre; we have a genre that describes the gameplay of Bloodstained and that is "Metroidvania". In order for IGAvania to be classed as a genre it would need to describe gameplay elements that aren't already defined by the term Metroidvania. I dont think nuances in difficulty curve are anywhere near enough of a change to be considered grounds for a new genre, same goes for the whole "hard-lock\soft-lock" argument (there are tons of soft-locks in the Metroid games as well as the castlevania games, these already fit into existing genres), it's not sufficiently "new" to warrant the creation of a genre.
What do i think IGAvania is, if it's not considered a genre? It's a descriptor for the genre that means that the game has had IGA's creative input. So to clarify, it's like when you go to the movies you can go to see a horror movie, or you can go and see a sci-fi horror movie. Bloodstained is a Metroidvania game, but it's also an IGAvania Metroidvania game .
If you were (some how) to class IGAvania as a genre then it's arguable that IGA would have failed in his mission to give us "more of that thing we like that big company's say were not allowed to have anymore" because we want an experience similar to what we've had in the past - that's the whole reason for Bloodstained's existence. If IGA were to do anything genre-defining then by definition it would fail to achieve this. (Also you cant have a genre with 0 games in it, or even 1 game in it because genres are a way of classing multiple games with similar gameplay aspects).
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Post by m0nkf15h on Jan 11, 2018 13:20:21 GMT -6
Game development is a long road especially when the game is as big as the one we've been promised. I know IGA and the dev team are committed to bringing us something of high quality and I know that all involved want to deliver the stretch-goals as promised. As long as this happens I, personally, dont mind waiting as long as it takes. Don't care when it comes out as long as IGA's vision is realised as he would wish it to be and promises are kept, this is what matters.
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Post by m0nkf15h on Jan 3, 2018 18:56:17 GMT -6
I only chose 4 of the Poll Options but really i think only 2 of the ones i chose are essential on release day, the other 2 i just hope for out of the box; Nightmare Mode and Speedrun Mode i feel need to be included in the game from day 1 because many players will blaze through (or at least try to) the Main game content and will be hungry for additional challenge to tide them over if the rest of the content is staggered - in edition footage of speedruns etc will sell copies so it would be advantageous to have these features initially. The less important options that i hope will be included on launch are the Asynchronous Multiplayer - because i'm nosey and like to see where others have died and also Cheat Codes because i yearn for a simpler time when things like this were always included as-standard.
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Post by m0nkf15h on Dec 24, 2017 12:52:09 GMT -6
You know i'm gonna say Aria of Sorrow has the best systems in place, I love it the most as i have said before. Very fun to use "enemy skills" and finding the transformation souls is always great fun. no matter how many times i complete the game (lost count of how many times i've played that game through to the end).
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Post by m0nkf15h on Dec 24, 2017 10:23:24 GMT -6
Anyone else remember this game? Or am i just getting old?
Awesome Soundtrack for an Awesome Game
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Post by m0nkf15h on Dec 22, 2017 13:30:28 GMT -6
just buy a replacement dvd drive they are super cheap and then you got no problem. It'll be less of a hassle than changing your backer reward, as long as you pledged $60USD or more your versions (physical or otherwise) should have backer exclusive content as far as i understand it.
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Post by m0nkf15h on Dec 21, 2017 15:48:07 GMT -6
That little piggy is super-cute, cant wait to turn him into bacon!!!!
Interesting environment too kind of an inverted/impossible japanese garden, interesting choice for something set in 18th (very nearly 19th) century England. I like it though, feels kind of maze-like and claustrophobic.
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Post by m0nkf15h on Dec 21, 2017 15:17:01 GMT -6
Succubus only on the condition that she has little hoovesy-woovesies.
Weregirl is kind of an oxymoron ("were" in this context means man so werewolf = manwolf) so as long as you don't mean "mangirl" i'm onboard, something for the furs among us.
Vampyre would be a nod to the past and could maybe tie in with Bloodless (extra dialogue maybe when they meet)
Valkerie seems like an obvious choice for a strong female lead-character.
Anything cute also works so bunny cat whatever is a good choice.
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Post by m0nkf15h on Dec 12, 2017 11:35:14 GMT -6
Glancing over this thread. I'm seeing a lot of mention for enemies to be in pain when they die. Why not have some be at peace? Either to be happy to be sent back to their dimension or have the crystal removed from their body. I think variety in death, in more than just expressing pain, can lend a lot to making the game world feel alive. I get what you're saying i really do but i think the satisfaction from this kind of thing is derived from their assorted agonies, from the player perspective it's cathartic that the enemies suffer so. I'll give an example: lets say you come home from a shit day at work and you've been pissed off by a particular colleague you vent your frustrations on these poor enemies so their suffering eases the stress of your day. This is a well known and studied positive effect of video games in general. Having said this it's an interesting idea that some enemies would want to be killed, if this were the case though i think it should tie into the broader themes or the plot of the game in some way. Perhaps this is worth exploring in more depth and maybe this concept deserves it's own thread.
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Post by m0nkf15h on Dec 12, 2017 8:18:49 GMT -6
From my experience with 'vania games i find that varied death animations of different creatures is what keeps the combat fresh and interesting, just seeing how differently everything dies not only gives the enemies more character but it also gives the player a sense of achievement and reward. I've been saying this over and over and over again on this forum in various different threads to the point that perhaps i sound like a stuck record. Yes we need gore and flames but also variation in death animation based on enemy type, so Dullahammer might fall apart as it dies, Aello might explode in feathers, Gieremund might just burn away in flames as it fades (i'm not saying EVERYTHING needs a unique death effect but i do think that a lot of enemies should have their own death). I feel this kind of feature is so important in this sort of game, thats why i've been banging on about it for so long. Every time i've seen a demo for Bloodstained i've seen little evidence of this (seen some things like on minerva the dullahammer kind of collapses which is nice) mostly stuff just fades to red and vanishes in a pretty unsatisfying way, which always troubled me. I thought to myself "they must be adding in animations gore/particle effects later because they MUST ALREADY KNOW how necessary this kind of thing is; i mean they're developing a game for IGA, right?" but then footage of different locations came out and once again i saw very little flair or theatre in the way things die they just kind of curl up and fade away. So as time has gone on my worries on this issue have grown. If anything i'd say it's my biggest concern for Bloodstained - it certainly has a lot of potential to effect my enjoyment of the game if it's not done right. I dont think it would be too hard to fix, even at this late stage in development, just add some particle effects (whatever's appropriate) to an enemies death animation as they fade with a strong sound effect, (maybe a cry of pain maybe the sound of some spurting or spraying - whatever's appropriate for the particular monster). So sound and visuals working together is important for satisfying feedback but will stress again it's the variation in enemy deaths thats important regardless of how you do it. Now my little rant about Deaths is out of the way i can address the other question of making an attack on an enemy seem satisfying, i think you need to take cues from martial arts (I have black belt in ju-jitsu so have some experience in this area) a strike is often accompanied by a vocalisation which will tense the abdominal muscle incase of a counter-attack, thankfully i have seen evidence of this in Bloodstained footage so you guys are already on top of this. If enemies are tough to bring down perhaps they could have a "staggered" animation where they are reeling from a player attack and vulnerable to crit. Again i think its about sound and visual cues working together so visual effects for weapon strikes, bigger number to show crits maybe extra animation on an enemy if its hit with elemental vulnerablitity. Perhaps you might wanna read this thread where some interesting discussion was had regarding player feedback, despite certain (now deleted) people being ill mannered and unhelpful.
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