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Post by BloodyTears92 on Aug 20, 2016 14:36:43 GMT -6
A little quote from Miriam or Johannes regarding each monster might be a nice little touch. Though looking back over what's been said about her character, its never been said (to my knowledge) that Miriam had her emotions ripped out like Shanoa, merely that she's initially confused and slightly amnesiac due to her decade long sleep.
A quote from the KS page itself: She is a woman of few words but strong of purpose. Her youth is deceiving, making her seem confrontational and quick to judge, though in reality she is constantly evaluating her next step. The pain she felt as an orphaned child fuels her compassionate desire to protect her loved ones and friends.
I actually expect her to have a rather strong personality, especially since it would sharply contrast her to the aforementioned Shanoa. Ripping out a character's emotions is honestly a lazy way to avoid giving a character a personality 90% of the time.
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BloodyTears92
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Post by BloodyTears92 on Aug 19, 2016 22:27:35 GMT -6
I havent made a ton of progress. I spent a few days really playing it, beat 2-3 gyms and have a handful of near-30's pokemon, but have since been distracted by a combination of heavy housework (My Mother figured she might as well have me do some hard jobs at home while I hunt for a new job, and she's in a stable job already, I cant say I disagree XD) as well as the fact I got back into Age of Empires 2 and Persona 3 Portable, as well as reading more Jojo's Bizarre Adventure.
I'm juggling a lot and Uranium has taken a backseat for the last couple weeks XD
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BloodyTears92
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Post by BloodyTears92 on Aug 19, 2016 17:35:53 GMT -6
Ehhhhhhhh, with all the "survival" games absolutely saturating the market right now, I can't say I think its a good idea. Just hearing the words "survival elements" is enough to send many into a rage. Even promising games like We Happy Few got absolutely slaughtered for having them.
Also, its worth noting that the standard IGA games don't really take place over extended periods of time. Most, I think, are implied to be the hero storming the castle and kicking Dracula's ass in a single night.
Really, even though I enjoy something like Don't Starve and the genre is bursting atm, I just feel like Bloodstained would actually loose a lot of hype and faith if the team were to shove hunger management on top of the crafting, backtracking and everything else.
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BloodyTears92
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Post by BloodyTears92 on Aug 19, 2016 9:04:28 GMT -6
You need to kick the vampire
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BloodyTears92
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Post by BloodyTears92 on Aug 17, 2016 19:18:45 GMT -6
Granted, unfortunately APART is the only thing your fans want, forcing you to forever churn out sequels to sustain yourself, never allowing you to deviate or experiment ever again.
I wish I was a master swordsman!
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BloodyTears92
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Post by BloodyTears92 on Aug 17, 2016 11:11:50 GMT -6
I'm not convinced yet. I appreciate the return to horror after the backlash against 5&6 (Though I honestly feel like the Revelations games showed Capcom still knew how to blend action and horror like 4 did to be honest). The first person view is seriously going to be a sticking point for me. Now I'm not INHERENTLY against a first person perspective, after all the Metroid Prime games were absolutely fantastic and showed that you could take something and faithfully transfer it to a first person perspective, but I cannot shake the feeling that they are trying to bank on the void PT left in people, as well as the overwhelming success of other first-person horror games like Amnesia.
I need to see more than atmosphere trailers. I need to see things that really help make this feel like Resident Evil. I'm not expecting the protagonist to have secretly been Leon all along, but tossing green herbs and a photo with the Umbrella Logo on it into what looks like a standard, if effective, first person horror game isnt going to cut it for me.
If nothing else I'm still excited for the Resident Evil 2 REmake.
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Post by BloodyTears92 on Aug 15, 2016 15:15:28 GMT -6
>confirmation of ammunition types and alchemy as a direct way to make special ammo types THIS IS EXACTLY WHAT I WANTED!!!! Attachments:
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Post by BloodyTears92 on Aug 13, 2016 16:32:27 GMT -6
It's hard to make additional suggestions beyond the most basic things listed until we actually know what all will actually be contained in the Beta, but if there's enough variation on what's available I'd love the analysis to include some gimmick/build experimentation to see how viable different playstyles might be: such as movement speed/ranged builds focusing on guns and summons, or bruiser builds with the highest defense and biggest ax on hand. Stuff like that. Lol Sooo...a competitive play guide then. Could be fun. Also I hope the familiars are bad@$$. I'm really looking forward to those. While there is online, and competitive modes will certainly encourage things like what I'm suggesting, I'm also interested in it from a replayability standpoint. Portrait is one of my favorites because between the Vampire Killer, Alucard Spear and Holy Claymore (probably something else I'm forgetting too), there are several strong weapons that are also fun and feel different. It makes replaying the game more interesting for me than, say, Aria of Sorrow, which is the better game in nearly every aspect, but in Aria you ALWAYS gun for the Claihm Solais, which makes NG+ replays a little less interesting. I'd just love to know there are good, endgame options for at least half the weapons, that way replays can be nice and varied: whip runs, sword runs, gun runs etc.
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BloodyTears92
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Post by BloodyTears92 on Aug 13, 2016 15:57:46 GMT -6
It's hard to make additional suggestions beyond the most basic things listed until we actually know what all will actually be contained in the Beta, but if there's enough variation on what's available I'd love the analysis to include some gimmick/build experimentation to see how viable different playstyles might be: such as movement speed/ranged builds focusing on guns and summons, or bruiser builds with the highest defense and biggest ax on hand. Stuff like that.
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BloodyTears92
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Post by BloodyTears92 on Aug 13, 2016 15:06:17 GMT -6
Looking forward to it! I rely a lot on our little community for analysis and tech demonstrations, etc. I primarily game on console (shame upon my peasant taste!), with my "PC" being the laptop I bought for school and, needless to say, it cannot handle Bloodstained. So videos, guides etc. are how myself (and plenty of others here I'm sure) keep up with things not necessarily covered by the actual backer updates!
I might not be able to play the demo or beta, but watching the community members who can break it down and go into detail on the elements within is the next-best thing.
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Post by BloodyTears92 on Aug 13, 2016 14:52:12 GMT -6
The Steam/GOG demo is still to come. The E3 demo was a bonus. Oh? I didn't know there was to be another demo aside from the Beta and the E3 demo. Will the GOG demo still be the Galleon Minerva level??? Bugger, I mixed up my terminology, I meant the beta :3 My apologies.
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Post by BloodyTears92 on Aug 13, 2016 13:57:34 GMT -6
It seems NMS is divisive, and worst of all, terrible on PC. Terrible how? I've yet to see any issue while playing. Anyway been playing No Man's Sky and 8-Bit Hordes A huge chunk of the playerbase is reporting framerate issues and hitching. Totalbiscuit and Jim Sterling both have videos up showing this: even TB, a dedicated PC gamer with a good machine, cant get the game to keep a steady framerate. A lot of people can't get to to run at all, and there are streams documenting the game crashing so often it renders it unplayable.
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Post by BloodyTears92 on Aug 13, 2016 13:54:52 GMT -6
Since Mana is going to make a pick-up of the Demo feedback again, i decided to ask my older brother to play Bloodstained: Ritual of the Night. My older brother is a gamer like us, but he is more lean towards fightning games. Even so, he played Castlevanias in the past, but very few (Symphony of the Night and Circle of the Moon only, if i'm not mistaken). So, he is a more "clean of influence" player tha most of us. I made him play the Demo, with no instructions, from the beginning to the end, to get his feedback. I don't agree with some of the things he said, but i'm going to post here what he said for a constructive feedback. Here's what he said: GRAPHICS, MUSIC AND ANIMATION "The graphics are really good and detailed. Animations are sharp and beautiful, and most models are fine. Head Flail Shard has a ugly and odd animation, through, it diappears on thin air after usage. The music is the high-Castlevania music quality expected."GAMEPLAY "Miriam feels to slow and heavy, and floaty at the same time. She moves on a too slow pace and her attacks are also slow. I got used after a while, and the gameplay is fun, but it feels too slow. I also think the game lacks a combo system. Each weapon and form of attack having a single attack is too lazy nowadays, it doesn't matter if this game is a comeback to Castlevania-style gaming. "ENEMIES AND BOSS
"The enemies are great looking and fun to fight against, with a balanced pace. The Boss, however is too easy, even for a first-boss. Vepar's big breasts are completely unecessary. They aren't pretty, sexy or grotesque. They are just plain weird and should have no reason to be there. Vepar's colors are also weird. Nothing really bad, but plain weird."Well, that's my brother's feedback! May I guess that the "combo system" is your big(gest) point of contention? It comes up all over the place, and I'm not sure why. For new players seeing this, combo-oriented combat is pretty standard, but it just doesn't fit pre-LoS style 'Vania games. I mean, why have an intricate combo system if 90% of the enemies die in 1-3 hits? In order for a combo system to work, enemies would have to be significantly more powerful. Mirror of Fate made it work because you almost never fought more than 2-3 enemies at a time, but IGAvania games can frequently swarm you. 5+ enemies would just be a real problem if they were all beefy as well, in my opinion. I can't help but be worried that upon release, the game will end up getting flak in reviews for its *dated* combat, even though its what the bulk of the fanbase expects.
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BloodyTears92
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Post by BloodyTears92 on Aug 13, 2016 12:29:54 GMT -6
We need another demo to test how these animations control. I want to make sure that they feel responsive during the gameplay and not make it feel stiff. The Steam/GOG demo is still to come. The E3 demo was a bonus.
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BloodyTears92
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Post by BloodyTears92 on Aug 13, 2016 10:53:07 GMT -6
I'm kinda with everyone else, you've described it exactly how it should be XD -Common chest: Consumables, perhaps common crafting elements -Uncommon chest: Rare-er consumables (unique, like the tea,coffee and hamburgers of old!) and less common crafting materials -Rare chest: these contain various weapons, armors and rare crafting materials -Ultimate chest: these contain relics like the double jump and "move underwater"
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Aug 13, 2016 8:30:58 GMT -6
Nice topic! let's see here, Imma take this question by question:
1) I think Johannes will end up being the shop, though they could pull off a Dawn of Sorrow here and have him stick to the alchemy/forging and have a totally different NPC handle basic consumables.
2) I'd rather the shop not sell materials. If it only sold really common materials, then said materials should drop often enough that acquiring them should not be a problem anyway. And if it sold rare drops, that would just devalue the rarity of the drop.
3) I think the shop should be fixed, and close to a warp point. Most IGA games have them near the entrance: with Sotn and HoD being the main exceptions, so I think having the shop in a similar location would be a nice touch to keep that Iga consistency.
4) The shop should take a cue from Dawn of Sorrow, I think, and sell only the most basic form of each weapon: that way if you accidentally sell a weapon you have the means to buy the base form and forge your way back to it. If I have, say, a Vine Whip and sell it on accident, I should be able to buy the basic Leather Whip, go get materials from the Maneater Plant and re-forge the Vine Whip. Its just a nice safety net that doesn't cheapen the crafting.
5) I absolutely think the shop should sell at least one uber-expensive item. In this game's case: either a ring that speeds up MP regen, or a ring that increases shard drop rates. Endgame weapons and armor, however, should be forged/found exclusively.
And that's where I'm at regarding the shop!
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BloodyTears92
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Post by BloodyTears92 on Aug 12, 2016 12:22:40 GMT -6
Granted! Unfortunately this manifests in such a way that your soul ACTUALLY sets your physical body ablaze!
I wish I had more space on my MP3
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Post by BloodyTears92 on Aug 12, 2016 10:30:51 GMT -6
Alright, I'm finally in a position where I can take some time to respond to this topic, as the music of Castlevania (and therefore Bloodstained) is very important to me as well. Only picking 4 Yamane songs is going to be tough, since she has so, so many good tracks, but I'm going to try. First, I want to clarify what I'm looking for in a 'vania soundtrack. I'm more in favor of songs that mix a catchy beat with atmosphere. Making a song too pop-ish (like Wicked Child from Castlevania Chronicles) is alright, but not quite what I'm looking for. At the same time, making a really dark, foreboding song (like Door to the Abyss from SOTN) skew too far away from that *catchy* feel. Now, I am not saying these are BAD tracks, both of them are quite good, but its not 100% what I really, really enjoy listening to in these games. So lets see what kinds of songs I really enjoy (note, these are not necessarily in order of my favorites , I'm just listing as I think): 1. Aiolon Cave Temple from Curse of Darkness Curse of Darkness is, without a doubt, my favorite videogame soundtrack: and this track perfectly demonstrates what I'm looking for in Bloodstained: Its moody and atmospheric but it also has a beat I can (and do) bob my head to when listening. This, to me, just oozes "gothic adventure game" 2. Mortvia Aqueduct also from Curse of Darkness Not as moody and mysterious as the previous track, but this nails a more upbeat, adventurous sound without sacrificing the mood the game wants to establish. Its a grand quest, but a grand quest full of zombies, vampires and ghosts. 3. An Empty Tome from Order of Ecclesia Ahhh, my favorite track from my favorite IGAvania. How I love this song. This song so perfectly encapsulates this moment: Shanoa has lost everything, everything she thought she believed in was a lie, but she doesn't despair: she storms the castle, and by god she is going to stomp Dracula right back into the dirt where he belongs! Its a very heroic theme, and I adore it. 4. The Gears Go Awry from Portrait of Ruin Boy howdy: Yamane sure got the DS soundcard to perfectly nail that "Vampire Castle" feel with this track. The rhythm here is fantastic, and it still sounds like I'm listening to some haunted organ. A really great track. 5. Anti-Soul Mystery Lab from Lament of Innocence Now, I really actually like the techno versions of Vampire Killer and Wicked Child from Chronicles on PS1, but I admit they are a bit at odds with the series, but this track? This track, to me, shows that you can absolutely take a synth/techno beat and have it fit a gloomy, gothic castle. Its that mix of the synth beats, sweeping backdrop and eerie choir. 6. Wandering The Crystal Blue also from Order of Ecclesia This is a really nice piece that nails that mysterious, melancholic sound (really fits underwater as well) but, again, doesn't sacrifice the pleasant rhythm I like to hear. 7. Heart of Fire from Aria of Sorrow Aw yeah! Th Julius fight! What a great way to take 2 classic songs, put them together, and turn them into one of the coolest boss themes in the series. This is absolutely a track worthy of fighting a true Vampire Hunter! its important for a boss to feel climactic, and the music is often a huge reason a good boss becomes a great boss. I could do this all day, but I'll stop here to keep my post from turning into a true tl;dr EDIT: and obviously I utterly failed to only pick 4 Yamane songs to get my point across :3
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BloodyTears92
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Post by BloodyTears92 on Aug 11, 2016 18:48:19 GMT -6
Coming -------- Purple
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Post by BloodyTears92 on Aug 11, 2016 18:10:56 GMT -6
The only real thing to take away from the PS2 games is that they have very, very repetitive room design. Curse is easily the worst offenders in the series. I love Curse of Darkness a lot, it would easily be in my top ten, though I'd have to think if it'd make #5. But the ONLY things Dracula's Castle has going for it are the surprisingly gory aesthetic (entire rooms are dungeons covered in skulls and blood, it surprised me) and the absolutely fantastic and atmospheric track associated with it. They got REALLY lazy with repeating hallways and rooms, and thats the biggest lesson to take in terms of approaching Bloodstained, and we've already seen that wont be the case.
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