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Post by m0nkf15h on Jul 8, 2016 13:13:00 GMT -6
I'll just leave this here, its somehow very appropriate for Bloodstained
Check out those colour changing shards
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Post by m0nkf15h on Jul 8, 2016 12:48:42 GMT -6
I'm probably gonna get a lot of hate for this but i feel that it has to be said and even if you disagree with me i hope you understand my reasons :-
I really REALLY hope there is not a sequel to Bloodstained. I'm getting sick of the common practice within the games industry of sequelising everything or making something the start of a series of games. Although Bloodstained will borrow many mechanics from previous Castlevainia titles i believe it will still have its own unique identity thanks to its storyline and the fact that it will be something greater that the sum of its parts (even though it reuses recognisable game mechanics, the play experience using them all together will be something new and fresh).
I know its going to be carefully made and i trust IGA totally to deliver the experience that we're all looking for (there is no-one better equipped to do so IMO) so i know Bloodstained will be great - i just dont want its greatness to be overshadowed or diminished by the pressure to constantly make things a franchise. Some things are just too good to need sequels.
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Post by m0nkf15h on Jul 2, 2016 13:27:13 GMT -6
I get what you're saying but maybe once you've found the room you can have a teleport to get there fast or something, just think menu option is kinda boring
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Post by m0nkf15h on Jul 2, 2016 10:56:07 GMT -6
Look at this I dare to ask you all, what do you think that little castle-something at the right side is... Well the structure is considerably more in the foreground compared to the main castle and it has an arched structure visible on its right side, this to me would strongly suggest that it is the remains of a bridge; the central "spire" could easily be a gatehouse for the aforementioned bridge. So it would have either served as a way to access the castle in the past or as a way to access whatever building the castle is now in place of (from what i remember of the story from the kickstarter the castle was supposed to have sprung up literally overnight). The key question here i think is was the water/ocean here before the castle was? if the answer is yes then the structure is almost certainly part of ruined bridge but if the answer is no then perhaps its the visible part of whatever was there before the castle arrived, but what kind of structure has supportive arches at roof height - Alchemist's Lab maybe?
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Post by m0nkf15h on Jul 2, 2016 4:08:14 GMT -6
I would rather have an intricately designed 1600 room castle done to IGA's usual high standard with all the interesting maze like layout that were used to. As long as this is beautifully realised this is good enough for me - i would not really care for an inverted castle as long as the real castle is well-crafted. I wouldnt want the dev's to split their attention too much. (they already have a LOT to do if they are to keep all the promised stretch goals - which i would rather they do than burn themselves out over this)
If you want more rooms you can go play "rogue-like mode".
With regards to the stretch goal promise being broken/untrue id say this is a false claim becuase SoTN's castle didnt have over 1800 rooms, it had a castle with over 900 rooms and then a very similar castle with over 900 rooms in a similar layout - largely you're playing the same rooms twice, thats not the same as having one sprawling castle with varied rooms over one large area.
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Post by m0nkf15h on Jul 2, 2016 3:59:18 GMT -6
Forgive me for posting from another thread but in "what kind of room would you like to claim in the castle?" thread Estebant said this:- This is what I want.... I want the theatre area of the castle to have a special room where you can see the animations for each attack of the enemies in the game. Almost like they're performing for you. Maybe you can unlock the animations by using an item like a "Theatre Shield" or something where the enemy has to hit you with the attack for it to be appear in the theatre room. Almost like Charlotte's shield in Harmony of Despair. Maybe the shield can have a special attack that teleports you to the room. I'm a completionist so I for sure would go all around the castle capturing animations. It would be so much fun. The benefit would be, the ability to rotate the models, zoom in, pause the animation and see the beatuful models without taking damage. Mirror of Fate could do that on its menu, but the enemies were kinda dull. Also they just looped the same animation over and over. Its was pretty lame but it was better than older castlevanias just showing you a sprite. That does't sound too crazy or hard to do since theyre using 3D models anyway. It would extend the replay value without being stupid like Justes furniture collection. Maybe the specific enemy sounds can play for each monster too. I remember old Sound Test modes would play all these sounds with generic numbers as names and I never knew what monsters they belonged to and that was pretty lame. Would be more interesting to have to find the Bestiary room in the castle rather than just selecting it from a menu, in my view this is a great idea.
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Post by m0nkf15h on Jul 1, 2016 3:05:04 GMT -6
I think that the ability to break down existing weapons into components for forging other stuff is a great idea, i'd also like to see excess shards from demons either used as a raw material for crafting or as a way to enhance a weapon with certain affinity or aspect. I do think there should be some equipment that are only found as rare drops and cannot be forged (but can be broken into component parts if the player wishes). There could also be an exp cost for forging to balance that the player has access to more powerful gear and so it does not break the difficulty curve of the game. Ooh, you mean similarly to "Weapon Synthesis" in Dawn of Sorrow? You could use captured Souls of enemies to create new weapons in that game. Other than that, it does seem that the crafting system in Bloodstained will be somewhat similar to Curse of Darkness (some enemies will drop crafting materials, likely unique to them, for Miriam to use). That's as far as my impression goes from concept-art on the Kickstarter page. Seems like an interesting idea to fuse the two systems, but that might get complicated. Perhaps have it similar to Vagrant Story where you could insert jewels into the grips of weapons for various effects. Another alternative would be after collecting X amount of the same shard you could go to a crafting room and forge those 20 - 30 shards into an axe blade or sword hilt or something depending on the shard type and the number of shards you own.
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Post by m0nkf15h on Jun 30, 2016 14:23:58 GMT -6
As a shard is supposed to be a Demon's Power crystalised it makes logical sense that not all demons have shards; in Morte's case i would suggest that it does not have enough power to form a crystal shard, as its basically a sludge with humanoid form.
Having said this i would expect most enemies to have shards - I think a shard should always have some kind of use either equipt to Miriam or used to craft items, they should never be wasted or considered useless even if they contain a weak ability.
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Post by m0nkf15h on Jun 30, 2016 10:01:25 GMT -6
I'd love a large banqueting hall in the castle complete with long wooden tables and chairs as well as an extravagant feast. It can have big candelabras from the ceiling and oil paintings on the walls.
Would be fun to have the furniture breakable and to have the food spill as you slide along the tables. Interesting to have 3 different surfaces in the room too, floor, on the furniture, and on top of the candelabra - would make for some fun combat.
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Post by m0nkf15h on Jun 24, 2016 8:12:54 GMT -6
I think that the ability to break down existing weapons into components for forging other stuff is a great idea, i'd also like to see excess shards from demons either used as a raw material for crafting or as a way to enhance a weapon with certain affinity or aspect. I do think there should be some equipment that are only found as rare drops and cannot be forged (but can be broken into component parts if the player wishes). There could also be an exp cost for forging to balance that the player has access to more powerful gear and so it does not break the difficulty curve of the game.
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Post by m0nkf15h on Jun 24, 2016 3:17:21 GMT -6
As i said on the demo feedback thread i believe that the boss is intended to appear pregnant or at least depict images of pregnancy, the belly is distended and lets not forget we see Seama being birthed from the belly section of the boss. In my view its not sexualised (if anything its more disturbing than titillating), its possibly a snapshot of themes hidden throughout the story. Creative freedom is a wonderful thing. Her attack patterns need to be more aggressive though and maybe add another water beam attack when she lowers herself at the front of the ship maybe add some more tentacle slaps or something. I'm hoping her attack patterns were "Boss Lite" for E3 demonstration and her actual attack pattern will be more of a challenge in the final release.
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Post by m0nkf15h on Jun 23, 2016 17:41:24 GMT -6
I'm sure it's not a popular opinion but the giant water boobs thing is kind of ridiculous. Not a big fan of the sexualized direction they seem to be taking with stuff in this one. I'm sure I'll be flamed to hell for that but I figured I'd give my opinion as one of the higher-tier backers Maybe i'm reading too much into this but i'm not so sure that the boss has a sexualised art direction. Consider not only the large breasts but also the distended ever hungry belly, methinks that perhaps this is a veiled image of pregnancy; possibly part of a hidden layer to the themes of the game
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Post by m0nkf15h on Jun 23, 2016 8:08:39 GMT -6
First impressions are very good having played the demo. First i will agree that backdash does seem broken in its current state; its exploitable. Just needs a little delay before you can use it again, the player will be forced to use it more tactically (which is always a good thing).
I love the aesthetic and the feel of the demo well done. yes stuff should come out of the chests when you open them and yes some of the rigging/ropes should sag when used as a platform but other than that the look is great.
Menu screen is very nice i like the way its been kept nice and old skool, very refreshing. Please dont simplify the stat system as someone else suggested just have mouse-over or equivalent tool-tip explaining how each stat effects the character.
On the shards system; i think its a nice system reminds me of Aria of Sorrow (in a good way) although maybe renaming the shard categories in the menu would be less confusing i think perhaps "Trigger" should be renamed "Active" (because its activatable with Y button) and "Effective" should be renamed "Passive" (because its a non-activatable passive buff or other effect) but the other shard categories are fine named as they are, they make logical sense.
SIDE NOTE:- Someone suggested a way to level up shard abilities by combining shards of the same type it's an interesting idea and got me thinking - perhaps you could combine two shards of the same colour and loose them both but create a new shard with an unknown effect (perhaps hybridising the effects 2 shards used) which may or may not work out well for the player, this would encourage experimentation and would mean that if you collect multiple shards from one enemy type (as i did in the demo) then duplicates need not be wasted - if not this then perhaps work surplus shards into the item crafting of the game as a raw material or optional component to enhance items.
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