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Post by BloodyTears92 on Aug 3, 2016 16:58:49 GMT -6
I would be satisfied with something along the lines of the transformation from Order of Ecclesia, especially the Black Panther and the Werebat. They were pretty cool. The Iron Golem transformation was cool too aside from only begin able to hold it like 10 seconds (In my own experience). At the very least, I do hope the transformations are more...involved than the Valkyrie, and transformations of that kind. The charging forward thing doesn't really do anything for me. You beat me to it! I also really enjoyed the Catgirl and Werebat transformations, and I would love yo see something like that for Bloodstained. Something like Durga from Aria or Valkyrie from Dawn might be cool too.
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Post by BloodyTears92 on Aug 1, 2016 14:02:35 GMT -6
Since we have 360 aiming with magic in the game. I would like more breath attacks. Fire, Stone, Acid, Frost, etc. It would be cool to be able to have a pseudo-flamethrower. We can even use the frost-breath to freeze water while aiming down inform of Miriam. I actually think that would be a really cool replacement for the Soul that just let Soma walk on water. Hearkens back to stuff like the Ice Arrows from older Zelda games.
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Post by BloodyTears92 on Aug 1, 2016 13:43:52 GMT -6
Although we are already getting Familiars, I would still love to see something like the Manticore Tail or the Great Armor from Dawn of Sorrow: an entity or appendage that attacks as you do. Aria had one as well (it even shouted ORA ORA ORA to make the Jojo nod as blunt as possible). A Stand. I admit it: I want just one ability in this game to give Miriam a Stand XD. "That is why, Gebel, I will judge you myself, WITH MY FAMILIAR!" Attachments:
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Post by BloodyTears92 on Aug 1, 2016 13:22:12 GMT -6
Not even close to the conceptual idea. That's not a particularly helpful post regarding the demo. They aren't going to overhaul the visuals at this point, especially considering what we got it what the community at large voted for. Does the color irritate you, or are you irked that the game isn't using sprites? If the color or the shading or something similar bugs you, what about it do you think needs work? If the lack of traditional 2D is the issue...well there's nothing to be done about that because the game was never going to use sprites and hand drawn backgrounds. They were very clear about that.
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Post by BloodyTears92 on Jul 31, 2016 21:21:37 GMT -6
The difference between a true combo system and animation cancelling is more of a casual vs. speedrunner issue.
The average player who grabs the game off the shelf will likely not worry about cancelling animations. Keeping it the way it is (barring actual issues that may crash or glitch the game in a negative way) keeps the combat nice and simple for the casual player but allows for speedrunners to have the edge in their craft. And Speedrunners have been using things like this for ages in the name of shaving down time.
I've been playing 'Vania games for over ten years now, and I've never bothered with learning techniques like backdash cancelling. I just like to take the games at a good pace. But a combo system would change that experience I've come to expect from an Igarashi Castlevania: that of simple animations where combat is based around spacing and your ability to evade attacks. If someone out there breaks animations in the name of beating the game in 12 minutes, it doesnt bother me as a casual player.
tl;dr: A combo system changes the game for everyone, animation cancelling is just something a select group use and does not affect how the rest of us play the game.
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Post by BloodyTears92 on Jul 31, 2016 16:08:13 GMT -6
As a longtime Fire Emblem fan (if my avatar didn't give it away :3) I love having more detailed information about what happens when I level up. Normal: "Level Up" in glorious font Verbose "Level Up" +20 HP, +10 MP, 1 STR, +1 CON ect. I can appreciate the value here. I'm not *entirely* sure about how necessary the Shards though. Seems like that kind of information would be presented to the player when they access their shard menu as opposed to detailed as you get it. Perhaps flesh this out with a little example? Are you suggesting it be a wordier explanation or are you thinking it should give a lore snippet about the shard? Maybe I'm just not being creative about this but a "Normal" vs "Verbose" almost seems like "Boosts CON" "Boosts CON by 4" or "Shoots flame" "Shoots flame in a direction indicated by *insert control here*" EDIT: I support the idea, I'm just wondering how you'd flesh out the Shard descriptions upon receiving them. Plus if it functions like Dawn, (which I'm sure it will) then getting more of a certain kind of soul will boost the power of a soul. Like the Buer for example. Now if that is a mechanic, I could absolutely see the value in the game going into detail about how much stronger a certain power has become thanks to acquiring more copies of that shard. Or, if we have to combine shards via alchemy nonsense, maybe having an explanation as to what that shark does to other shards if combined with them?
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BloodyTears92
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Post by BloodyTears92 on Jul 31, 2016 15:53:28 GMT -6
As a longtime Fire Emblem fan (if my avatar didn't give it away :3) I love having more detailed information about what happens when I level up. Normal: "Level Up" in glorious font Verbose "Level Up" +20 HP, +10 MP, 1 STR, +1 CON ect.
I can appreciate the value here.
I'm not *entirely* sure about how necessary the Shards though. Seems like that kind of information would be presented to the player when they access their shard menu as opposed to detailed as you get it. Perhaps flesh this out with a little example? Are you suggesting it be a wordier explanation or are you thinking it should give a lore snippet about the shard? Maybe I'm just not being creative about this but a "Normal" vs "Verbose" almost seems like
"Boosts CON" "Boosts CON by 4" or "Shoots flame" "Shoots flame in a direction indicated by *insert control here*"
EDIT: I support the idea, I'm just wondering how you'd flesh out the Shard descriptions upon receiving them.
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BloodyTears92
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Post by BloodyTears92 on Jul 31, 2016 15:33:42 GMT -6
I adore Portrait to little pieces. It was a great way to give us settings both fitting (like the Victorian cityscapes and dark forest ruins) and unexpected (carnivals and Egypt levels). It really makes the game a standout because it wasnt JUST a nice big castle to explore. Although the re-use of the 4 areas (albeit re-arranged) after the Brauner fight to pad out the length grates on me the same way the Inverted Castle from SOTN and the A/B dimension hopping from HoD do. I understand the budget and time restrictions IGA had placed on him by Konami, but I cant help but think of how the game could have been even BETTER if he'd had the time he needed to give us even more unique Portrait environments as opposed to needing to heavily juggle assets.
All that being said, Portrait will always have a soft spot in my heart, even if Ecclesia is my favorite. It was my first IGAvania, and I will always love it.
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Post by BloodyTears92 on Jul 30, 2016 14:10:28 GMT -6
I agree Bloodstained already has all the marketing it ever really needed: One of the most successful Kickstarters of all time, Streams, E3 coverage, and numerous Youtube channels like Game Grumps, the Super Best Friends and Jim Sterling all give the game coverage and they have tens of thousands if not HUNDREDS of thousands of subscribers. The best part is that aside from the obvious E3 slots, most of the PR has simply been fans using their clout to get the word out. As for community involvement, well, we already have this very site as a platform for IGA and the team to update us and get feedback from us if/when a sequel begins production, yes? Isnt it feasible for a Community Manager (Be it Mana or someone else a few years from now) to make threads about important news? I also really want this game to do well enough that IGA doesnt HAVE to fall back on the fans every time he wants to make a new game. True to all of those things, those are very good points by the way. But ads never hurt anyone as long as they're tasteful and memorable. People tend to forget things--A fact I know very well--an ad here or there never hurt anyone. Man...fans really are reliable aren't they? That is true and a very good point. Yeah, I agree. Oh if they can get a TV ad going more power to them, never hurts, though plenty of channels like the Grumps and Zaibatsu will more than likely do full LP's on release for hype (Matt and Liam of the SBF have already said they will do a blind LP in fact), and other places like Sterling's site will have reviews. I cant see the game fading. If it does well, it will be a grand example of a Kickstarter done well, and if it somehow fails...well...Mighty Number 9 is a good look at what would happen to Bloodstained. Even moreso actually, since Bloodstaiend got even MORE funding than MN9 did.
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Post by BloodyTears92 on Jul 30, 2016 9:38:31 GMT -6
I agree Bloodstained already has all the marketing it ever really needed: One of the most successful Kickstarters of all time, Streams, E3 coverage, and numerous Youtube channels like Game Grumps, the Super Best Friends and Jim Sterling all give the game coverage and they have tens of thousands if not HUNDREDS of thousands of subscribers. The best part is that aside from the obvious E3 slots, most of the PR has simply been fans using their clout to get the word out.
As for community involvement, well, we already have this very site as a platform for IGA and the team to update us and get feedback from us if/when a sequel begins production, yes? Isnt it feasible for a Community Manager (Be it Mana or someone else a few years from now) to make threads about important news? I also really want this game to do well enough that IGA doesnt HAVE to fall back on the fans every time he wants to make a new game.
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Post by BloodyTears92 on Jul 30, 2016 9:08:35 GMT -6
I wouldn't mind seeing stuff like the Claw weapons from Curse of Darkness return. Though admittedly I don't find this likely, given that Miriam favors kicks when she doesn't have a weapon and we already have boots that more or less are her version of "buff the hand-to-hand". So maybe seeing more Boots that give her more elaborate kicks would be a nice nod. Attachments:
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Post by BloodyTears92 on Jul 29, 2016 10:43:26 GMT -6
I think a great castle should be balanced with how to traverse it. My one complain from the SoTN castle is that it maybe has way to many long hallways without much else going for them. We also see the extreme opposite with HoD, where the 2 castles are a single mess to traverse, with cramped spaces and plataforming everywhere. CoTM and Aria seems to find a balance between not just getting empty hallways but not making a plataforming mess out of every single room. The backgrounds also play a huge roll on the castle. Dawn and Aria seem so much more light hearted castles that CoTM or SoTN, with more contrast and light colors used. Areas like the study in Aria seem so lively where in CoTM the death mansion looks gloomy and dreadful. This isn't necessarily bad, but it affects the castle atmosphere heavily. Interestingly enough the size of the character in relation to the background makes a huge difference. Nathan's sprite looks tiny for the rest of the castle, which somehow made the castle look even bigger than what really is. There is one important factor here. I'm not trying to undermine your point, not at all, I think its a good one, but one of the big reasons Harmony of Dissonance and Aria of Sorrow were so much brighter than Circle of the Moon was that a number of players found CotM very hard to see: the game was of course on the GBA and until the SP model of that system was released, the GBA did not have a backlight for the screen like a television did. Harmony in particular was made much brighter and more colorful to account for that lack of light so that players would have an easier time seeing the game. Obviously the DS titles, especially Eccesia, got to tone the vibrant color back down thanks to the DS having built-in backlights (resulting in an aesthetic that I found very pleasing: its was colorful and had some real variety but never got quite as garish as Juste's blue soul aura), although even OoE never got back to COTM levels of dark and dingy. The layout point you make is also interesting, since it highlights an issue with Harmony I'd never considered: just how much jumping you have to do. Bloodstained, at least the Galleon Minerva, seems to have maintained that Aria of Sorrow-onwards balance of hallways and vertical spaces.
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Post by BloodyTears92 on Jul 28, 2016 10:21:40 GMT -6
oh wow this DOES sound like an HD Dawn of Sorrow track. I mean hey, cool with me DoS had fantastic music. Specifically this - Yeah it does, it really does. The music was actually my favorite thing about Dawn, that and the epic Castlevania 3 throwback Julius mode. "Dracula's Tears" is another big favorite of mine from that game, and Julius mode has one of my favorite versions of "Bloody Tears" (my favorite tune in the series, just in case my braindead name didnt give it away :3)
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Post by BloodyTears92 on Jul 28, 2016 9:56:48 GMT -6
oh wow this DOES sound like an HD Dawn of Sorrow track. I mean hey, cool with me DoS had fantastic music.
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Post by BloodyTears92 on Jul 28, 2016 9:07:17 GMT -6
That's going to be touchy. If the game is the big success we all hope is: then the average gamer will ask "wait didnt the first one do really well? Why do they need to go back to Kickstarter?"
If they do I agree that it should/will likely be because they just want some funding for extra features.
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Post by BloodyTears92 on Jul 28, 2016 0:14:35 GMT -6
"Competitive Bloodstained". Now there's a phrase I did not think would ever come up XD. Granted if it happens, it will mean that the game is indeed well balanced with a number of powerful, viable options. "There's xxVampireKillerxx's famous "Karate Miriam" kicking his way through the Cathedral, but xxBloodRondoxx just keeps pulling ahead with his tried-and-true "Pure Belmont" style! But what's this! xxBloodHuntressxx is coming up fast with her new "Shinobi" build! Look at her tear apart that boss with the backer-katana! Are we seeing the birth of a new meta?!
Lordie that would be funny.
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Post by BloodyTears92 on Jul 27, 2016 21:07:48 GMT -6
I mean maybe I'm looking at this too much like a more traditional RPG but I would LOVE if there were some real playstyle "builds" like a build that gears Miriam for improved speed, a set of glyphs that focus on mobility and traps, and a ranged weapon like Shanoa's bow glyphs VS a build that decks her in the heaviest armor she can wear with a big stained glass claymore and both of them could dish high damage and be viable ways to play the game.
I know it will likely happen but, as much as I truly think Aria of Sorrow is the best one, I do feel like the endgame is always "Claihm Solais, Dracula's Tunic, Chaos Ring" with the Legion Laser skill, Black Panther Dashing and Headhunter statmonger. I'd love to see spear users, katana builds, whip builds etc. Multiplayer will get pretty stale if everyone has the exact same things.
I know there will be people that use what they want, optimization be damned, but so many games just turn into the "Everyone just uses this because it has best numbers" and that just gets so boring.
and from a single player standpoint, well, I'd love to do NG+ runs with different weapons and have a good time without that nag in the back of my head that I'm "nerfing" myself in the name of "fun" and while using what I want is never not going to be more than valid, well, we've all seen those scrubby "oh, I use this inferior weapon becuse Im better than you and your optimized build" and I hate those snobs too XD
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Post by BloodyTears92 on Jul 27, 2016 20:52:08 GMT -6
I'd be VERY surprised if this game was as hard as OoE on its standard difficulty settings. I still remember how stunned a lot of reviewers were at it's difficulty. All of Iga's other games, bar Sotn (and Sotn itself feels less brutal tbg), aren't all that hard and then along comes OoE and that game just delights in pounding you into the dirt. Mostly because Shanoa was a lot frailer than previous protagonists and bosses really loved just 80%-ing her with big attacks. It was really cathartic and I do hope Nightmare difficulty can recapture that.
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Post by BloodyTears92 on Jul 27, 2016 20:35:32 GMT -6
Ha! Rondo's castle was a lot of fun but honestly my favorite levels in that game are the outdoor levels, like rafting in the jungle or crossing the aqueduct or getting through the crystal caves. Rondo went nuts with its locales and I adore that about it.
I think one of the reasons Rondo feels so good is because the two paths make it feel like you're infiltrating the castle from any number of different points: -You can cross the bridge into the castle proper and hack your way to Dracula old school -You can go in partway after sneaking through a swamp -Bypass the werewolf guard through the woods -You can circumvent 90% of the castle and sneak into Shaft's chambers through the secret door behind the Hydra
Obviously I skipped a lot but I didnt want to drag this post out by listing EVERYTHING, but yeah, Rondo is good game XD
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Post by BloodyTears92 on Jul 27, 2016 20:22:11 GMT -6
I'm honestly really digging the music thus far, though the newer version of Cursed Orphan we've heard...I don't like it as much as the one on the KS page. It feels cluttered, too many effects drowning out what I feel is a truly good boss theme.
I know diddly about actual music composition, I won't pretend I do, the most I can do is talk about the generals of how something sounds and what I like about it. Now the tracks we've had so far almost feel like "What if the music from Dawn of Sorrow and Order of Ecclesia had been composed for Curse of Darkness?".
It feels like a blend of the melody from the PS2 games and the catchy feel of the handhelds and I love it. I'm hoping we get tracks like this:
Let me crudely attempt to explain why I love this track (and maybe someone with more musical education can actually make sense of it XD). I love how this track provides the moodiness with the vocal backdrop and the sweeping instrumention throughout but it also has this really catchy frontal beat thanks to the keyboard and what I think is the bass? It feels "catchy without being too poppy but also moody without being too dark and gloomy" and that's how I've long felt about the franchise. Its got buckets of horror and Gothic motifs, themes and especially visual and musical design but its almost never been this really dark, gritty, serious game. Bloodstaind's "Unknown" track and "Galleon Minerva" hit me that same way: Melodic, yet catchy. Atmospheric and beautiful, but ultimately an adventure.
EDIT: I should also point out that the link, funny enough, leads to a huge playlist and for the curious yes, thats my personal playlist XD
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