BloodyTears92
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Post by BloodyTears92 on Apr 2, 2016 15:56:57 GMT -6
I'm unsure about an entire equipment system centered around her kick, but something like "Spiked Boots" that enhances kick damage? I can see that. Haven't there been items like that in the past games? Boots that add damage for the skill where you jump, then drop onto enemies (even pogo-ing off them across a hall, always fun).
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BloodyTears92
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[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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Post by BloodyTears92 on Mar 22, 2016 23:47:47 GMT -6
There are 2 things that come to mind here. First I remember the intro to Super Castevania IV had something that sounds like this, where Simon could go through a gate into the background behind an iron fence. Cool effect for the time.
The other is the Assassin's Creed Chronicles games, which while not the most amazing things ever, I do love the navigation between background and foreground in those games. Especially when you move along a wall or something, and when you shimmy around the corner to the next wall the camera swings around to reposition the 2D plane with a new Background. With all the beautiful Gothic scenery I'd love this game to have effects like that on occasion.
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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BloodyTears92
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Post by BloodyTears92 on Feb 13, 2016 16:05:27 GMT -6
I remember when the game "Resident Evil: The Darkside Chronicles" was coming out, they had a weekly developer diary every Friday. It covered all kinds of things: re-composing classic songs, balancing difficulty, just talking about the feelings people had towards the content they were re-imagining etc. It was a lot of fun to wake up Friday morning before High School and read the dev diary, is was interesting stuff.
Now I don't think expecting this team to do something every week is reasonable or feasible, especially since our updates are essentially this, but the desire to get looks at the "people behind the curtain" are almost always welcome, its why I get antsy around the end of every month after all. Even if its just a paragraph about how "so and so is finishing X and its coming along nicely" is so much more than we usually get from a game.
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BloodyTears92
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[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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Post by BloodyTears92 on Jan 25, 2016 18:53:07 GMT -6
I'm mostly expecting a linear arrangement of rooms like CV 1, Bloodlines and IV. If enough rooms could be re purposed I could see branching paths like Dracula's Curse and Rondo but that seems REALLY above and beyond; which would of course be awesome but I wont be angry if its just a purely linear platformer like 1, IV, Bloodlines or Chronicles. The fact that the composers have already committed to making 6 8-bit tracks just for the mode is more work than I would have expected.
As for the actual pre-IGA games I really love most of them, with Super IV and Rondo being my absolute favorites, Dracula's Curse, Bloodlines, Chronicles and the very first game are all also extremely good. Also, I really love Adventure Rebirth, which to me proved IGA can rock the old style too. The GB games: Adventure, Belmont's Revenge and Legends were the only weak ones and even they were enjoyable and had good music. Though Belmont's Revenge actually was pretty good now that I think on it,
And then there's Simon's Quest. I applaud its ambition and it gave us Bloody Tears...but its still aweful.
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BloodyTears92
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[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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Post by BloodyTears92 on Jan 24, 2016 21:14:13 GMT -6
Considering how nearly every update has included fan-art, having that as part of a potential Gallery could be awesome. Awesome point.
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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 Jan 24, 2016 20:27:32 GMT -6
So a classic feature in many of the past IgaVania games is the "Sound Test". That feature has already been confirmed to be in the game, as per the "Play a Hayter" and "As Said by Belgrade" tiers, but I think Bloodstained could have a bit more too it. I personally think it'd be cool if people could watch some of the key videos as well, such as the original KS pitch video and the Ask IGA episodes. Perhaps some concept art from Natsume-san could be view-able as well (with the understanding that those who have the Art Book should still get plenty of exclusive art only in the book). It could give shelf-buyers a glimpse into the campaign and we could always pop over and relive the fun of the campaign even if the KS page and website someday go down.
We could even call it "The Crypt" or "The Dungeon" or something suitably foreboding. What else do you guys think could be done? Or should it, in your opinions, not be a thing, with dev-tome better spent elsewhere?
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jan 24, 2016 20:13:59 GMT -6
I feel like this quote from IGA is pretty relevant. Its from the interview he did with Jim Sterling, who asked IGA about this very issue. Perhaps we could archive it in the "Important IGA quotes" thread XombieMike made for future reference too: "I never could have started this project without the support of all its backers. Backers that supported this project via the digital tiers play an equally important role because all of this money is being used to build upon the fundamental, most accessible contents of the entire game – to make the game that everyone gets bigger and better. I just wanted some way to give back to those who really jumped in and took a great risk on my behalf. I’ve been without work and put my own personal life on the line for a chance to make a new Igavania-style game, so I’m touched by those who had that much faith in me. This is my way of saying “Thank you.” At the same time, now that all backers are personally allowing us to expand the game into such greater territory, everyone who buys the game after it comes out also owes a great deal of gratitude to everyone who backed the project on Kickstarter at this crucial time. That being said, the exclusive content will likely appeal to the most dedicated enthusiasts, but it probably wouldn’t seem as significant for the average player." Here is a link to the interview as well www.thejimquisition.com/2015/05/bloodstained-ritual-of-the-night-interview-koji-igarashi/
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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BloodyTears92
[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jan 24, 2016 19:45:01 GMT -6
I will grant that the best way to do this likely would have been to never include in-game content for backers-only to begin with, but it has, and how its handled from here has a few things to be considered: -People are already upset about it: "A boss and weapon should not be exclusive content, it should be in the base game for everyone" is the argument of course, and its a perfectly valid one to use.
So lets say its made into DLC: $5 for the boss and weapon to be added to the game, which we'll put at a reasonable $40 retail. Maybe less, maybe more, who knows. -non-backers will still be angry that they have to pay for something that "should be in the base game" -Now at least a few Backers will be angry that something that had until-then been just for them, is being sold to everyone. "I paid good money to get my special joke boss and weapon, it should stay that way"
Giving it out as DLC could actually make the situation worse, unless its just flat out free, which would then go back to "why isnt it in the base game if you dont even have to pay for it" Plus, I think we'd all feel cheated if the content we went in for was just handed out for nothing: We'd have essentially spent extra just for the slipcover. Which I know I and probably others would feel is worth the extra cash, that goes back into physical goods, but I think we can all agree some Backers would not be pleased.
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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 Jan 24, 2016 18:02:43 GMT -6
If they wanted to make, like, a new and different shirt/poster/ect. post launch I'd find that reasonable. But if I see someone wearing the backer-shirt or go to someone's home and see the backer-poster on their wall, it should be an instant sign that "hey, that person backed the project years ago". Same with the Whip-Sword in-game. That item should never be made available to non-backers. If you're doing online co-op and the other player is using the Whip-Sword it should bring the "hey, that player was a backer".
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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 Jan 24, 2016 16:41:08 GMT -6
I doubt it. The main selling point of pledging high is getting both physical and in-game exclusive items and access. I for one like the idea of being one of only a few thousand people who own the art book,or the collectors box, and I'd be very agitated if they went back on the plan and sold them mass-market. If people want the merch, they need to pledge for it.
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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 Jan 24, 2016 16:26:38 GMT -6
More ore less, asking for multiple shaders is like asking them to design the entire game more than once. Even with quadruple the budget such a task would be unfeasible and take far too much time. The game does need to eventually release, and in a time span people wont either forget about it or give up on it.
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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BloodyTears92
[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jan 24, 2016 12:07:42 GMT -6
This issue was fixed in later IGAvania games and I simply want to mention it as something I'd hate to see brought back, and that's the EXP system in SOTN and HoD off the top of my head. I like getting characters to 99, but the system where your level actually ends up reducing all EXP gained to 1 regardless of the enemy seemed designed to make sure you couldn't do that. I lvl 99's in most of the games except those and it bugs me because i dont have 1,000,000 hours to grind 1 EXP at a time. If I kill an Elder Vampire or an Archdemon or something to that effect, I should get 1,000 EXP no matter what level I am
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BloodyTears92
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[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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Post by BloodyTears92 on Jan 23, 2016 17:14:53 GMT -6
Hmm, here's an idea: perhaps the color of Miriam's aura changes for status effects? If you see a sickly green aura emanating from her back when she's poisoned, or a dark purple one for when she's cursed, I think that could be both visually interesting and minimize HUD clutter.
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
Posts: 342
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[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jan 23, 2016 17:05:46 GMT -6
I don't think it will be released in Early 2017 like originally thought, but I do consider it safe to say we will likely get the game by the end of 2017. That would be a solid 2.5 years of dev time if they launched it at Christmas of 2017. We'll know more soon, as I do remember the team is hoping to have something to show at this year's E3.
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
Posts: 342
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[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jan 23, 2016 6:08:28 GMT -6
*raises hand* I was the one who made the joke about there being a thread about her ribbons! XD
Honestly I love the ribbons. Especially the idea of finding new ones and having them change her actual model like Alucard's capes in SOTN. Though we may always get both.
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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 Jan 20, 2016 21:40:08 GMT -6
IGA actually commented on that in Ask IGA #7 which we got today. He's very excited to explore dynamic camera angles and experimenting with the background depth, so that dead-on, totally 2D look is actually off the table. Its not what he wants for the game.
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jan 20, 2016 20:45:57 GMT -6
Man oh man this update was well worth the wait. Absolutely beautiful designs, a new Ask IGA and community broadcast, plus our new Community Manager! Welcome! So worth it.
For my thoughts Im on 3/3. I'd be down for either but 3/3 looks so distinct!
Side note: I really like the addition of the ribbons to Miriam's design (and I imagine a thread about it will be up within the hour, lulz). I'm a sucker for capes/scarves/ribbons and other things that billow behind characters a they move, really lends more to the movement.
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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 Jan 10, 2016 19:57:28 GMT -6
I noticed it almost instantly as well. I personally wondered if, given how frequently Shanoa appeared in the final years of the franchise, (Ecclesia, Judgment and Despair) she was a character IGA really wanted to explore but Konami canned him before he really got the chance; and if Miriam was perhaps his way of doing more with a character who's story was never allowed to really be expanded upon.
As for similarities when you get very specific yes they are different: Shanoa's hair is much longer, Miriam's face is rounder etc. But lets look at some broad strokes: 1. Both have large tattoos/marking on their backs and elsewhere on their bodies 2. Both wear outfits designed to reveal and emphasize said markings 3. Both wear outfits colored primarily blue and black 4. Both have amnesia, though Shanoa's is obviously more severe 5. Both character's stories involve fighting their former friends 6. Both characters are "Magic Knights" aka they can wield melee and magical powers with equal skill 7. Both use abilities taken in some fashion from the monsters they slay
I dont think its a huge stretch too see the pair as sharing more than a few things in common, though once we get the game the details, as well as Miriam's personality and how different she may or may not act will come to light.
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BloodyTears92
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[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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Post by BloodyTears92 on Jan 7, 2016 23:13:42 GMT -6
I have never actually re-beaten Harmony of Dissonance because trecking across the two castles looking for his body parts was very grating. I like me some backtracking in these games, its part of the formula (get new thing and go backwards to look for new places) but that got REALLY excessive. TO be honest Im hoping Bloodstained has the resources that IGA and the team wont have to re-use assets like the inverse castle, the upside down castle from SOTN or the re-arranged Portraits from PoR to pad out the game.
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BloodyTears92
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[TI1]It is time for darkness. It is a blood banquet.
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BloodyTears92
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Post by BloodyTears92 on Jan 6, 2016 17:29:05 GMT -6
Well it is a videogame and this is to be expected, but I did notice her breasts are significantly bigger in the actual character models in the last two updates than her artwork implied. She's much bustier than any of the previous 'vania ladies. She went from SoTN Maria to Judgment Sypha.
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