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Post by BloodyTears92 on Jul 27, 2016 19:00:30 GMT -6
Harmony of Dissonance had some really colorful and creative areas: the Skeleton Caverns and the Aqueduct of Dragons are usually cited as the standouts. HoD is one I've always liked even if the Castle A/Castle B body part hunt keeps me from replaying it as much as otherwise would have. Its the ONLY IGAvania where the main character is a Belmont...even if that Belmont is just Alucard 2.0. I love the whip upgrades like charging it to smash walls or toss fireballs (as a fun nod to Christopher Belmont, nice touch Iga) and combining the orbs with subweapons for all kinds of magic spells was really fun and has kept Juste a standout character for me.
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Post by BloodyTears92 on Jul 27, 2016 18:46:35 GMT -6
That video is awesome, I hadn't seen it before. I had intended to only watch it just for the bit you were talking about, but got sucked in for like an hour. This was several days ago, btw haha.
I just wanted to add something that's been on my mind lately. I almost made a new topic about it, but it really does relate fairly heavily to this existing thread.
Many of you out there, what was the first thing you did when you found a new weapon in SotN? You were probably like me and equipped it to see if it had any special attacks. You gave it the back to forward input and the quarter circle forward, met with mild disappointment if it didn't do anything special. This was a large part of the joy of exploration in SotN to me, happening upon new weapons and subsequently happening upon the unique attacks they could do.
My hopes for Bloodstained initially were that it would be a game quite similar, except that when we find one of those weapons with special attacks and attributes we like, we can augment it with crafting so that no weapon we really like falls behind when we eventually get the Crissaegrims, Muramasas, Osafune Katanas (rarely mentioned lol) and Shield Rod/Alucard Shield. If you really liked something obscure that you were attached to mid way through the game, maybe you find materials later in the castle that make it more worthwhile again. Your Moon Rod fires off more moons! The Nunchaku does more hits ands gets a special! The Icebrand/Thunderbrand, not having a Marsil equivalent, can still become strong elemental weapons with enhancements.
That was the main variety/collection style I was looking for. I'm not as into demon abilities and shard skills. I love weapons and specials. The two things don't necessarily have to be mutually exclusive, what I'm talking about may actually still be in the game, but unfortunately I can see it downplayed to some degree in favor of various enemy abilities. At the very least, maybe Zangetsu or the third playable character will be more SotN with a fleshed out weapon system in the way I'm describing.
Part of why I arrived at these thoughts and ideas was from the emphasis on weapon voting, concept arts and crafting information early on. I'm not saying I'm disappointed yet, even, but just wanted to voice my feelings on all this. Some of my biggest issues with SOTN was that a lot of these secrets were obtusely hidden to the point it was unlikely you were to reasonably stumble upon them (especially if you did have a guide or were talking with others) and that the game never gave you much inventive to really explore and master your arsenal. Lots of stuff was either "that was cool but I never need to use this so I'm just going to stick with what's simple or gives me the largest attack boost" or game-breaking degenerate (hello Shield Rod). Order of Ecclesia is a game I remember, though to be fair its been a while since I played it, that was challenging enough that you really had to change up your plan of attack or equipped glyphs and glyph combinations to succeed. It won't matter if Bloodstained has all the cool weapons and techniques in the world if I can steamroll the game on standard or ever Nightmare difficulty just based on weapon stats or never feeling the pressure to actually experiment. I know its a point I've belabored in the past but I do hope its something they are keenly aware of when balancing Bloodstained and designing enemies & enemy patterns. I'm not asking for obnoxious or impossible challenges - just challenges at all TLDR: SOTN had a lot of content (I agree with you that its a super cool aspect of the game) under the surface but it never really encouraged you to use it or reward you for taking the time to experiment. I can get behind you here about OoE. I explicitly remember,, just for example, Dracula's bat swarm royally wrecking me into the wall and I had no idea what to do about it, until I went through my Glyphs and discovered the Shield Glyph was just what I needed. There was probably something much easier I dint think about but the way the game really flexed the glyph system with movement and combat tools was great. One thing I hope is that with the possible exception of the WhipSword I don't want there to be one "best weapon" like the Claihm Solais from Aria, for example. One thing i loved about Portrait was that there were several strong, viable endgame weapons: Vampire Killer for Whips, Holy Claymore for Greatswords, Alucard Spear for...well spears etc. I have hope they will be veering closer to Portrait since they've already mentioned stuff like the SwordWhip and the Backer-Katana as being really strong weapons. I want there to be lots of cool builds to see as we co-op or compete with others.
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Post by BloodyTears92 on Jul 27, 2016 18:25:47 GMT -6
I guess I don't want the team to treat any individual game as sacrosanct in regards to how they build Bloodstained. I mean Portrait was my intro, IGAvania was the formula I found first too, but I also adore a lot of the pre-IGA games. Super Castlevania IV and Rondo of Blood are both in my top 5, with Dracula's Curse and Bloodlines landing in my top 10. I love both the level based action games AND the big sprawling Castles. Maybe that puts me at a bit of an advantage when it comes to this game since if they adhere to SOTN like the bible I'll be fine but if they throw in some cool systems from other games I'm also fine (Classic Mode has me really, really hype for example).
From my standpoint one of the reasons Bloodstained looks so appealing to me is because it looks like a big marriage of IGA's various games. It's got a big sprawling castle like Aria and SOTN, a power system that is, essentially, a beefed up version of Soma's Dominance system, the protagonist is a dark haired cursed girl like OoE...its like a big celebration of IGA's work as opposed to just being "Its this particular Castlevania game part 2 with HD graphics" and I like that. Well, except for Harmony of Dissonance, I havent seen anything reminiscent of that game and, well, as much as I like that game I also don't want to phase between Castle A and Castle B. Ugh.
Also on a more personal note, are not all of our opinions and views about the series valuable? I don't want to pick a fight but the way you phrased that almost makes it sound like you want to just find a room with a bunch of other SOTN fans and just talk about how great SOTN is. I mean, is it really so bad that a lot of the people here really love all of IGA's games as opposed to just going on and on about SOTN? I get enough of that from the FB game groups I frequent so this environment where I can talk about Ecclesia or Portrait or Harmony and get some good discussion about those games too feels great to me.
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Post by BloodyTears92 on Jul 27, 2016 17:38:14 GMT -6
Just to chime in on the idea of expanding the IP, I agree it should be done after the game launches and is confirmed to be a success, and I'm happy that IGA is open to the idea but is focusing on making his new game first and foremost. As for what kind of expansion, I'd agree with Goob. I'd LOVE to see perhaps a graphic novel series that further expands on the lore of the universe as opposed to just retelling the game. IGA really seems to be putting work into this world and its lore and if we can get something to flesh that out, especially in regards to some event or history that might not make for a great game but would make for a good story, I'd love to see it.
Just as a fast example: Gebel's rise to power and destruction of the Alchemist's guild might not make a good game, but it could work as a comic book or a manga and that would be a great way to flesh things out without having to pour money into games.
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Post by BloodyTears92 on Jul 27, 2016 17:13:33 GMT -6
I will say one thing in favor of Portrait of Ruin's castle. Mainly it was my first IGAvania and I'm very attached to it because of it, but I will agree it has a weaker Castle than most of the others (granted the sheer creativity of the Portraits overrides it for me quite handily).
There is one area in PoR I like, and thats the Underground Prison, or whatever its called (been over a year since I really played around with it). I liked the jail cells and how there were glowy eyed things in the shadows shaking the bars, it was really atmospheric. It was also a very sewer-esque area and that felt unique as well. Most 'Vania games take place before sewers were invented so what would normally be "ugh, another sewer level" was instead "hey a sewer level, I've never seen this in Castlevania before!"
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Post by BloodyTears92 on Jul 27, 2016 17:02:12 GMT -6
So I did think of a couple things:
Dawn of Sorrow Pro -I really liked how they integrated the modern era without bashing you with it. After all, this is a castle built in 2036 by the Evil Cult of Evil, and, well, they have cars and vans parked near the entrance, and you can jump on them to mess with cute snow physics. It helps the beginning of the game feel very distinct, and the modern element is otherwise very restrained and tactfully done. Also, well, SNOW. I cant think of another 'Vania that really played with snow.
SOTN: Con Sometimes navigating the castle and progressing feels too obtuse. Maybe this is not the castle itself but there are times where mechanics are employed that, at least to my memory, were never used before or after either in the game itself or in other games. For example, one time I was horribly stuck and upon using the wonders of the internet discovered I had to lure an ape skeleton from a different room and get it to throw its barrel and blow up the floor. Wait, what? Thats baiting the AI, its not an ability I have.
I also agree with Crocodile in that while the castle in SOTN is BEAUTIFULLY designed and drawn, there isnt as much variety within it. Some areas let you peak outside or go underground but it lacks really distinct areas like Aria's Floating Gardens or Harmony's Skeleton Caves. A lot of Symphony's areas, while artistically are gorgeous, they all fell, well, like a castle without as many distinct themes to make a particular area memorable.
OoE Pro While minor, I LOVE how the entrance to the castle has no music. Funny thing to say in a game with such good music but just...walking into that dark, mist covered forest with no music and nothing but screeching crows really hit me with a distinctly creepy, dread-filled atmosphere before you cross the bridge and are hit with Shanoa's truly excellent theme with "an Empty Tome". There's one spot in particular where Shanoa stand between a pair of trees in the foreground and I just stand there watching her hair blow in the wind as I take in the fog and creepy ambiance. Con Ecclessia is my favorite 'vania game. I hate talking bad about it but due to the fact that the Castle was not the focus, there are very few big open rooms to really have fun in, its mostly just a bunch of long hallways connecting the 3 boss fights prior to Dracula. Now, I LIKE the lack of castle focus because I found that exploring Wallachia's various reefs, forests, swamps, mountain ranges and decrepit Mansions more than made up for it, but it still stands that Order's castle feels like a big boss fight funnel.
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Post by BloodyTears92 on Jul 26, 2016 10:35:25 GMT -6
I feel like I'm one of the only ones that doesnt want either an Inverted/Mirror castle OR a second castle located elsewhere or a Chaos Realm. I just want one big, intricate, well designed castle where you get to the Throne room and fight Gebel. Maybe its just because I didn't play SOTN until I got a PSP and got Dracula X Chronicles and by that point, I'd already played every other IGAvania (I love the DS so I got to bang out all 6 of them in a row nice and easy). So I don't have that experience from decades ago of "Wow I've never seen anything like this before look at how much game there is to play still!". My view on it is more "Hey that was a neat gimmick to get more out of the assets at the time."
I dont want to see that again. Maybe that's just me but I'd rather see IGA flex his muscles elsewhere in making Bloodstained more unique as opposed to throwing in as many "remember this from SOTN?" moments, especially in regards to re-using the game's most iconic gimmick.
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Post by BloodyTears92 on Jul 23, 2016 12:13:06 GMT -6
There are a lot of ways to look at this. I can absolutely understand where he and the many people who share that mindset are coming from and truthfully I can agree with the sentiment.
What about a younger fan who cant back a project on his/her own and when asked, his/her parents refused? That person will NEVER be able to get the content and there was nothing they could do about it. What about a fan who's been going through a hard time regarding their finances and could not commit to the project because of that?
And of course, the idea of having content separated for only a select group has always been contentious. Just look at Pre-order culture. Now there is an important, inherent difference between a KS project and pre-ordering, but if this game were a sure-fire thing made by a publisher, and it came out as "pre-order to get an exclusive boss and weapon" the gaming community would be FURIOUS at the idea of locking off such important content forever, and rightly so. The very idea of "pay ahead of time for this game that may not be good so you can get things nobody else will get" is coming under a lot of well-deserved fire as of late.
The real heart of the matter here is an unfortunate one: no matter what Inti Creates decides, a group of people will be angry. If Inti decides to agree with us, that we are backers, and as such deserve exclusive in-game content, then there is going to be a lot of resentment from people who wanted to back, but could not, or people who never knew about the campaign to begin with and feel cheated out of cool stuff. Vice versa, if Inti sells the content later as DLC, well, a lot of the backers are going to feel cheated and less special.
Another counter-argument I know can and will come up is that a lot of us backed at above the base $60 pledge for the content. Full disclosure for the sake of example: I pledged $150 to the project. Someone is absolutely going to look at me and say "You have a hardcover artbook and soundtrack that will never be sold in stores, you've got exclusive box art AND a collectible sleeve, your name is in the credits, do you need in-game exclusives on top of all that to feel special?
Its touchy, it really is. And it all has to do with the fact that we are getting items and battles in-game that will be exclusive to us. Nobody can complain about physical items like art-books or soundtracks or stained glass statues, but extra content in the game itself? That will never not be touchy.
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Post by BloodyTears92 on Jul 22, 2016 17:16:23 GMT -6
I'm also fairly certain the IGA boss will fight with and drop the Swordwhip (I do not know if that was confirmed of course but I'm betting on this being the case). I suspect 2 forms as is classic and for him to be the hardest boss in the game; and how can IGA NOT rise off a throne before kicking our asses?
Now as for whether or not the boss/weapon will be made available as DLC later, I find that a very touchy issue with people. I myself honestly want the IGA fight and the Swordwhip to remain exclusive to backers, so that whenever we play online and use it, people will know "hey cool, that player was a backer!"
I've also been told that my mentality is, forgive me for being crude, that of an asshole who just wants to show off his internet boner by showing off gear that players who didn't back will never have. "Hey man, did you want to back but couldn't? Didn't have the money at the time? To young to back at the time? SCREW YOU LOOK AT MY SWAG I PAID FOR AND YOU CANT HAVE IT!" A friend and I had a pretty nasty argument about this, as he fervently believes that holding something as significant as a boss and unique weapon "hostage" is a purely dick move, ESPECIALLY if they never sell it down the line.
Now for a less personal matter: how to price it if they do sell it? Shall we be reasonable and say $5? With the base digital game being $28 as per the tiers, that'd be $33 for the game and backer DLC. So those of us who shelled out $60 for the physical copy with the content: is $27 purely for a box and backer-exclusive slip case worth it?
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Post by BloodyTears92 on Jul 13, 2016 11:36:07 GMT -6
Roughly 65,000 people backed the game, and right off the bat a little over 20,000 of those backers were for the $28 "send me a code on release" tier and another 22,000-ish pledged between the two $60 tiers. So only a rough 30% of the game's backers even pledged high enough to appear in the credits at all.
Now 25,000 (very rough) is still a LOT of names. I'd be willing to bet the game's Credits will be IGA and the actual Inti-Staff and there will be a separate "backer Credits" that can be accessed via the main menu as others have said. Divinity Original Sin has such an option.
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Post by BloodyTears92 on Jul 13, 2016 9:27:55 GMT -6
I agree with the people betting IGA won't go there, though he very well could. Now obviously we're getting some straight lifts already like the Buer, Morte is just a new spin on the classic Mudmen, and Dullahammer is just the classic Dullahan of old as well; but those are easy "stock monsters". They don't have a real "identity" so to speak. Considering just how much they want Bloodstained to be a separate IP with its own identity I feel like including Death as a boss/Gebel's right hand man would be straying too close, not to copywright, but interfering with IGA's wishes that this be a brand new IP that's juuuuust close enough to his old baby to scratch our itch.
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Post by BloodyTears92 on Jul 12, 2016 19:38:58 GMT -6
One of the familiars that lost pretty much was the classic Castlevania Death, so yeah they could easily put some interpretation of Death in the game.
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Post by BloodyTears92 on Jul 10, 2016 10:44:50 GMT -6
I honestly don't want an Inverted castle. Between the inverted Castle from SOTN and the mirror Castles in Harmony of Dissonance and the slightly altered Portraits in PoR We've seen IGA and crew re-use assets multiple times to pad out the length of the game. I just want one big intricate 1600 room castle, especially since we're already getting our "clever asset re-use" in the Classic and Roguelike modes.
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Post by BloodyTears92 on Jul 8, 2016 9:37:52 GMT -6
From what I remember regarding this game's multiplayer there are a few modes that were brought up (not confirmed mind you, but brought up: -YOu'll see other player's tombstones in the castle -You can see a friend's phantom if they're in the same area -There is a competitive mode where you and an opponent rush to see who can get through a set area and beat a boss first -Saving and sharing dungeons in the Roguelike mode
Update 14 has a little on it as well
/posts/1248002
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Post by BloodyTears92 on Jul 6, 2016 11:34:53 GMT -6
dareka's post really nails it. This is not a switch the devs can flip. Everything in the game has been crafted to blend and mesh with the visual style that has been chosen. The devs would have to create multiple versions of every single character, enemy, weapon, item, spell effect and environment to allow what you're asking for. When you get right down to it your asking them to make multiple versions of the game just because a handful of people don't like the stylized art style. Its unfeasible both from a financial perspective and a time perspective. The team is already hauling ass to get this game built from the ground up in under 3 years with this single shader and all it entails.
Now, the fact that a lot of people find the colors on the boss a bit much HAS been brought to the team, and things like color saturation can be tweaked and worked on at this point in development, but a total overhaul for shader-swapping is more or less impossible.
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Post by BloodyTears92 on Jul 4, 2016 10:37:05 GMT -6
I doubt it will happen, but if it did, I'd buy a Miriam Amiibo in a heartbeat.
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Post by BloodyTears92 on Jul 3, 2016 18:43:29 GMT -6
So I just wanted to create a little Hub here. Mr Sterling has actually given Bloodstained a lot of personal coverage over the last year and I felt like having a little thread collecting the various interviews and videos he's done about the game, or at least included the game in his discussion, would be a good idea both so fans can see what he has to say about it, and just to give him some recognition for his efforts on IGA's behalf. And I know he wont see this himself but I just want to thank Mr Sterling for supporting Bloodstained so much, both via his personal financial contribution, and more importantly, his continued positive coverage. He has a substantial audience and him getting the word out is certainly helpful. A word of warning regarding the videos for people who may not be familiar with him: Jim Sterling can be a little, shall we say, crass at times. I know we're all adults here and can handle a little dirty language but I feel compelled to mention this all the same, for politeness sake. -Interview with IGA: Jim put this out last year during the campaign, and the Updates actually noted this as well. Its a pretty good read about IGA's insights into the industry and his hopes for the game. www.thejimquisition.com/bloodstained-ritual-of-the-night-interview-koji-igarashi/-E3 Demo. As a backer, Mr. Sterling has uploaded a video of him playing the demo (as well as a funny little "apology" video for people pestering him about the lanterns). He even got lucky enough for Amy's shard to drop: Also, several episodes of his primary series: The Jimquisition, have discussed Bloodstained and its implications and challenges at length. I'll post links to the most relevant episodes: 1. This episode was split mostly between Bloodstained and Yooka-Laylee and discusses the surge of "beloved devs who left AAA to make the games publishers wont make anymore" 2.While this episode is primarily about Mighty No. 9, he still discusses Bloodstained (and Yooka Laylee) a great deal later in the video. Primarily in regards to the, lets be diplomatic, lackluster reception to MN9 and what that means for other big KS successes like Bloodstained. (There's also one of Jim's famous random Cold Opens here about a Gospel show, just skip it). Several others mention the game, but his references are very brief and can be summed up as -"I backed Bloodstained to spite Konami and help one of their best developers get away from them" -"Bloodstained is an example of a good campaign due to how open and honest they were about the project as well as how solid their financial plan is." If Mr Sterling gives Bloodstained any more significant coverage in the coming months I'll be sure to update this thread, and obviously that will include a review when the time comes.
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Post by BloodyTears92 on Jul 3, 2016 18:01:27 GMT -6
Been subbed to them a long time, and though the demo vid was a surprise I knew Liam and Matt would LP it. I know all 4 of them backed it to some degree but Matt and Liam explicitly said they backed at: Matt: $150. He's an Art major and loves getting art books, so he went for it Liam: $500 because he's a superfan. They dedicated a HUGE amount of time on one of their podcasts to the campaign a year ago when it launched and they are one of the Credit clans obviously: The Zaibatsu. I tagged myself under their clan actually. They threw in behind this game full force. Also, because I love you all I went back and found the Podcast they did the day of the Campaign launch. They start talking about it at 1 hour, 56 minutes and ends at 2 hours and 9 minutes, so it gets over 10 minutes of discussion and its a fun listen. superbestfriendsplay.com/podcast/sbfc-092-post-apocalyptic-t-pose-culture/
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BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
Posts: 342
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BloodyTears92
[TI1]It is time for darkness. It is a blood banquet.
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Dec 7, 2015 22:34:49 GMT -6
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bloodytears92
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Post by BloodyTears92 on Jul 2, 2016 18:38:07 GMT -6
Thanks to stretch goals, we have 3 playable characters. Miriam and Zangetsu are what we have thus far, its the third character we dont know
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BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
Posts: 342
inherit
959
0
Jan 28, 2020 3:45:53 GMT -6
438
BloodyTears92
[TI1]It is time for darkness. It is a blood banquet.
342
Dec 7, 2015 22:34:49 GMT -6
December 2015
bloodytears92
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Post by BloodyTears92 on Jul 2, 2016 15:24:06 GMT -6
A "Bestiary" is a pretty common feature in 'vania games. Even the Lords of Shadow games had them. An image, a line or two about the monster, drops, weaknesses etc. I cant imagine Bloodstained not having one.
My favorite may still be the generic "Bat" from Portrait of Ruin. "A Bloodsucking Bat that lurks in the castle" or the Ghost "A small spirit doomed to wander the castle for all eternity". Stuff like that just added so much flavor and atmosphere.
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