Pure Miriam
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Post by Pure Miriam on Jun 16, 2016 16:44:07 GMT -6
UPDATE on 06/24/2016: THE DEMO IS OUT!
crocodile gave me the suggestion of creating this thread, to concentrate our feedback at E3 Demo. The Demo is not out yet, but we can already give some feedback from what we saw to the developers. Our idea is to focus all Feedback from the Demo (when it's out) at this thread, so, the dev team will be able to have a single place to look for our feedback. So, please, everyone that already has the Demo (when it's out) and everyone that has something to contribute, REGARDING THE DEMO, post it here.
crocodile also gave me the suggestion of posting my analysis over the magical system and Bloodstained Menu here, so, we can concentrate everything at a single topic, to better help the dev team. Here's my MOST updated version of Bloodstained Menu and Shard System Analysis: MENU The first thing to note on the Menu is that it is clean and easy to use. Also, it is cute and simple, i like it. Miriam's stats are more or less the same from Castlevania games, we can guess that they work the same way [ATK] probably Max attack power (probably STR + Weapon) [STR] probably raw attack power (without weapon) [INT] probably related to magical power [LCK] probably increases chance to find forging items, shards, drops. [DEF] probably raw defense power [CON] probably max defense power (DEF + armors) [MND] probably probably related to status resistance There are the resist elements, that i posted before, and we can guess what they mean. It may be something like this (updated opinion based on others) Cut | Pierce | Blunt | Fire | Freeze | Thunder | Curse | Holy
| Poison | Darkness | Petrify | Earth | Slow down
| --- |
Ignoring the Cut, Blunt and Pierce, the first columm being stats-related, and the second one being elements-related. About the Menu options, it is curious to note that there is nothing related to forging items, maybe because it is a demo.
ITEms Here, we can see that the item menu has several tabs, each one for a specific type of item. The first one is probably a "all items" tab. The second looks like a healing items tab, the third is really hard to guess. The fourth are key items and the fifth are files, books, documents and things like that. That potion healed +50 HP from her. As a curious last note, most Castlevanias from IGA had a funny thing about colors. At most igavania games, it was like this: HP bar was red, MP bar was blue. HP Potions was blue, MP potions was red. Now, apparently, they FINALLY decided to match the colors. So, now: HP bar red + HP potion red, MP bar blue + potion blue.
EQUIPMENT Here, we can see the equipment slots and we can guess more things about the game here. First, did you guys noticed that the equipment tab is called "Equipment Set 1"? That means Miriam will be able to have "sets" of equipments, that you probably can change in real time, like A/B Sets from Dawn of Sorrow and the sets from Order of Ecclesia. The equipment slots also has some interesting things to notice: [WEAPON]: Nothing surprising here. But, when the player changed the sword for those combat shoes, her boots also changed to shoes. Also, there are TWO weapon slots. Like Alucard, Miriam can probably equip one weapon per hand. Maybe there will be shields too? [HEAD]: She is equipped with a headband that the player got and her looks changed, we could see the headband on her head. [BODY]: Armors. I doubt that equipping different armors will change her dress, but we really don't know yet. (it doesn't).[ACCESSORY I & II]: Varying accessories. Maybe some cosmetic equipment will be equipped here. [SCARF]: That is a interesting surprise. There is a specific slot dedicated to her scarf. I think her scarf will work like Alucard's cape on Symphony of the Night. You can change her scarf and that will reflect on her visual, changing the scarf color and looks. I bet it will be like this.
THE SHARD SYSTEM The "Shard system" is probably a mix between Glyph Art from Order of Ecclesia (OoE) and the Soul Dominance from Aria/Dawn of Sorrow (A/DoS). (It is). Like the Glyph Art from OoE, not all enemies have a magic to offer, and like Soul Dominance, there are different types of shards and you need to equip them to use it. That idea where you would need to mature the shard first, in order to use it later, seems to be abandoned, or maybe just few shards are like that. Again, the Shards have the same "Equipment Set 1". I think that is an error. It is probably that you can combine and change in real time, different equip sets and Shards sets. Or the equip and shard sets are linked, like Dawn and Order. Either way, we can see all Shards types right here, and can guess how they can be used and what they do. Also, they are color-coded, like Red and Blue Glyphs from Order of Ecclesia, and the Red / Blue / Yellow / Grey Souls from Aria and Dawn of Sorrow: [TRIGGER]: Red color. Usable by pressing (Y). It is probably the most basic form of magical attack. The name implies that it is a instant-type magic. You pull the trigger and the magic "shots". Not only projectiles, of course, but basic magical attacks and effects. [EFFECTIVE]: Blue color. Hard to guess what that is. We can't see how it is the imput, but considering the name, it may be some kind of power summon, that you can hold a button to use it or to activate it, like barriers. [DIRECTIONAL]: Pink Color. We can see that from the Fire Cannon Shard. These Shards are activated by using the RIGHT ANALOG and RT button. Aim with RIGHT ANALOG, activate it with RT. Targetting magic? Cool! [ENCHANT]: Yellow Color. Confirmed on a video, that this shard type give stats boosts and special effects and don't need imput. Like gear, you just equip and that's it. Aria and Dawn of Sorrow had a enchant soul type that had the same effect. [FAMILIR]: Green Color. The name is probably a typo. They meant "Familiar" and we all know what that is. A shard slot dedicated to summon familiars! So you don't need to waste a Trigger or other shard to summon a familiar. I don't have any idea of what imput it will be, but it is probably one of the shoulder buttons. FINAL WORDS SO FAREverything looks really promising so far. I was really curious to see how the game magic system would work and like what i see. But some questions linger: Maturing Shards?I'm still puzzled by the fact that the Shard System has absolutely nothing on that idea that the shards would need to be "matured" to be usable. I think they dropped that idea. IGA said they where discussing that obtaining a power and not using it right away could be frustrating. Forging Equipments?No sign of weapon forging or equip forging. But that is probably because it is the first area, and that ability will be unlocked later. Or maybe you can only forge equips at a special place, like a shop, Johannes's lair or something. Not all enemies have shards? Powers beside shards?
The fact that Morte has no shard, makes me think that not all enemies have a shard, so it is not like Aria/Dawn of Sorrow. The game has 5 types of Shards, and if not all enemies will have one, the game will probably have A LOT OF enemies. Maybe you can obtain shards hanging around, not only on enemies? Also, At one of the old updates, we could saw some artwork of some powers and magics. There was one called "Voltic Chain" (based on Gunvolt) , whose description was "Summons electrified chains to attack all enemies with electric volts. This is a special “seventh" ability—not a demonic one". Since it is not a demonic one, there will be powers not in shards? Or Voltic Chain and some others, will come at shards not linked to enemies? Relics? or Ability Shards?All shard types apparently are based on combat and special abilities. There is no such thing as an "Ability Shard" or something like that, like the Ability Soul from Aria/Dawn of Sorrow, that could be turned ON and OFF. So, double jump, maybe wall jump and other progression abilities, necessary to explore the Castle, would be linked to relics? Of course, the game will have shards that will be necessary to explore too, but the question is if there will be a main thing for that, like relics. That's all for now folks!
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Post by crocodile on Jun 16, 2016 17:04:48 GMT -6
Thx for doing this Pure Miriam ! I do want to set a few ground rules: - Feel free to discuss what you liked about the demo and what you didn't like. Positive and Negative feedback are both helpful
- Regardless of the nature of the feedback, keep it respectful and constructive. Everyone involved here is an adult so you don't have to pull punches so to speak but being rude/crude to the dev team or fellow members (since I assume, expect and welcome debate among ourselves) in your discourse is of course discouraged.
- Try to make your feedback both concise and detailed. "That roxxored!" or "That suxxored!" is not useful feedback to anybody. On the same token, meandering masses of text aren't helpful either. When you are making specific suggestions (as opposed to just general impressions) try the bullet point format (I'll just an upcoming post to demonstrate what I feel is the best format)
- Try to keep each post you make to a singular subject at least when it pertains to feedback (I'm still debating if a separate thread for general impressions is a good idea). I don't know if you can add headings to individuals posts but maybe just try throwing a title on top to help.
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Astaroth
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Post by Astaroth on Jun 16, 2016 17:28:08 GMT -6
those resistances are off, i believe its Cut | Pierce | Blunt | Fire | Ice | Elec | Dark | Light | Poison | Hooded Skull (Paralyse/Curse?)
| Stone/Tentacles? (Stone?)
| Leg (Slow/Root?)
| Stopwatch (Slow/Stop?)
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the ones up to poison are standard iga elemental and attack type fare, there is a slight chance dark could be wind instead and the skull is dark, but it wouldnt fit the flow of resistances games tend to have with weakness coins pretty sture its stone, but i cant find a clear enough pic to tell exactly what that is pretty sure the skull is curse and the leg has to do with jumping or movement slowdown but then theres the clock which leads me to believe we have curse which affects attacking, stone which freezes you completely, a root effect which affects jumping and movement but not attacking, and a slow effect which slows attack and movement also, gotta say i love a lot of the little elements to those menus, the silver and gold filligree, the stained glass hallway in the background, that embossed look to the letters, the miriam portrait, even that silver coin looking thing with the relief of miriam, yee ^_^
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Post by gunlord500 on Jun 16, 2016 17:29:56 GMT -6
Very good suggestions, Crocodile and Pure Miriam, this thread definitely has my support I personally am waiting to get my hands on the demo itself before I start commenting extensively, but one thing I could do--and this is just me, no obligations for anyone else, this is just a suggestion--would be to record footage of myself playing with my video-capture software, so I can really be specific about anything I noticed or would like changed
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Post by kupomogli on Jun 16, 2016 17:45:40 GMT -6
Mirriam's backdash is broken and needs to be fixed.
Similar to Alucard's backdash on SotN or dashing on Harmony of Dissonance where you can do it in quick succession giving little to no reason to actually walk. Miriam's backdash is more broken than Alucard's, more similar to the HoD one where you can repeatedly backdash cancel, just not able to do a forward dash. There should be about a second or so delay like with the GBA games starting with Aria of Sorrow and still allow the character to backdash cancel but not allow any repeated use of it breaking the game and making it too easy. This is just based on what I saw from the demo being played on the show floor, but is a very glaring flaw if it makes its way into the main game.
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Astaroth
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Post by Astaroth on Jun 16, 2016 17:59:35 GMT -6
ill wait to comment myself on movement till i have a chance to play it, but i have to say when someone whos spent years analyzing the movement in your games says the movement is amazing and its everything hes hoped for, id say thats a pretty good sign >P
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Post by Ravenspear on Jun 16, 2016 17:59:42 GMT -6
Mirriam's backdash is broken and needs to be fixed. Similar to Alucard's backdash on SotN or dashing on Harmony of Dissonance where you can do it in quick succession giving little to no reason to actually walk. Miriam's backdash is more broken than Alucard's, more similar to the HoD one where you can repeatedly backdash cancel, just not able to do a forward dash. There should be about a second or so delay like with the GBA games starting with Aria of Sorrow and still allow the character to backdash cancel but not allow any repeated use of it breaking the game and making it too easy. This is just based on what I saw from the demo being played on the show floor, but is a very glaring flaw if it makes its way into the main game. You don't fix what isn't broken. The best way to move the community to fix something you think is wrong is to start a thread with a poll. If your claim is accepted by a majority of the forum members then we'll do the real talk.
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Post by XombieMike on Jun 16, 2016 18:10:05 GMT -6
Mirriam's backdash is broken and needs to be fixed. Similar to Alucard's backdash on SotN or dashing on Harmony of Dissonance where you can do it in quick succession giving little to no reason to actually walk. Miriam's backdash is more broken than Alucard's, more similar to the HoD one where you can repeatedly backdash cancel, just not able to do a forward dash. There should be about a second or so delay like with the GBA games starting with Aria of Sorrow and still allow the character to backdash cancel but not allow any repeated use of it breaking the game and making it too easy. This is just based on what I saw from the demo being played on the show floor, but is a very glaring flaw if it makes its way into the main game. It's fine to have a preference that goes against the popular belief. If others feel the same way we will hear about it unless we discourage unpopular opinions (which we don't). In my personal opinion, Romscout directly addressed this during E3 with IGA and Ben and if it's good enough for Romscout it's good enough for me.
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Post by Replay on Jun 16, 2016 18:17:40 GMT -6
I like having the dash option available and yet the players aren't necessarily forced to use it. If a player thinks it's "broken" or shouldn't be in the game then simply don't chain execute it.
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Post by Foffy on Jun 16, 2016 18:46:08 GMT -6
A small criticism I had with the demo is that when you open chests, the chest opens and there's no item that comes out of it.
I'm sure they've simply not set up a system where the item you get pops up from the chest, but it did seem like a strange omission given the previous games IGA's done where this wasn't the case.
I can't really say much else unless I've played the demo, for the rest would need to be based on experience, not simply visual perceptions.
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Post by Arcueid Brunestud on Jun 16, 2016 19:56:40 GMT -6
This is just a small nitpick, but I think what needs improvement is Miriam's facial expression during cutscenes. I feel like it's not animated enough, her face looked a bit too stoic or frozen when the giant tentacle boss appeared. A small animated forrowing of the brow would go a long way in making her feel more alive.
Or maybe I'm crazy and she looks fine? What do you guys think?
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Post by giwagiwa on Jun 16, 2016 20:06:38 GMT -6
A small criticism I had with the demo is that when you open chests, the chest opens and there's no item that comes out of it. I'm sure they've simply not set up a system where the item you get pops up from the chest, but it did seem like a strange omission given the previous games IGA's done where this wasn't the case. I can't really say much else unless I've played the demo, for the rest would need to be based on experience, not simply visual perceptions. I did not think about that but completely agree. What makes an igavania great is the small details.
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Post by JeffCross on Jun 16, 2016 20:17:14 GMT -6
I've watched the demo a bit and I know this is a small thing, but it would be cool to see blood and liquids visibly wet and/or saturate the floor...Oh and I understand this is a demo, its just something I thought would be cool for the final game.
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Post by ghaleon on Jun 16, 2016 21:20:19 GMT -6
I've watched the demo a bit and I know this is a small thing, but it would be cool to see blood and liquids visibly wet and/or saturate the floor...Oh and I understand this is a demo, its just something I thought would be cool for the final game. Sounds like something that would be on pc but not the vita and wii, but I agree. I always was a sucker for physics-based leaps rather than simple visuals. (I know many games 'fudge' this effect by applying a certain effect to the floor to make it look wet, but this 'trick' wouldn't work for adding some blood or other fluids to 'splash on' and wash away...
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Post by crocodile on Jun 16, 2016 21:31:51 GMT -6
Menu Screens and Parameters (tagging Mana just to make sure she sees it - and this topic)
+Menu Quality: I like how easy it is to read the text and how clean everything is. This is a generally a well made menu screen with strong and clear color gradients. I'm not sure the font is ideal but it seem at least functionary. Be it either the equipment or inventory screens there seems to be appropriate compartmentalization. The way the menus are set up it suggests there will be swappable equipment and shard load-outs - I REALLY hope that pans out. One last note on equipment slots - I thought Miriam was wearing ribbons as opposed to a scarf. Doesn't it need to wrap around her neck/head/shoulders to be a scarf? Are you just calling them scarves now or did you mean to say ribbons? +-Miriam's Model: Looking good as always and I think its super cool it was included. However I'm curious, since you are using 3D models, if you can add any life to it. Like just have her breathing and blinking rather than just a still statue. If she also reflected status conditions in her idle animations that would also be super cool. I don't know if this is something that is planned but hasn't been implemented yet or there was no intention to implement it but I figured I should mention it. -Confusing Parameter System (Retained from Old Games): So I'm seeing ATK - DEF - STR - CON - INT - MIN - LCK. Some of these are straightforward but parameters like CON (Constitution), STR (Strength) and MIN (Mind?) have never made complete sense or seemed necessary to me. It varies from game to game but usually ATK is a function of STR + Equipment/Shards/Items and DEF is a function of CON + Equipment/Shards/Items while MIN kind of related to Magic Defense or Resistance in a nebulous way. I even see you have a shard in the game already that boosts CON. Speaking with people over the years in playing Igavanias, a lot of these parameters were always confusing, vague and often not really worth keeping track of. My suggestion, if its not too late, is to simplify the parameters. I would use: ATK (Attack) - DEF (Defense) - MATK (Magic Attack) - MDEF (Magic Defense) - LCK (Luck) The offensive and defensive stats can and would still be influenced by Equipment/Shards/Items but it makes everything much simpler in how those, plus the leveling system, influence your stats. If enemies are better categorized by how they attack or defend (with physical attack or magic) it makes it easier to tailor equipment (either found or crafted) to your needs and makes it more important that you do. Sometimes you will want to use that Armor with a low DEF rating if it has a high MDEF rating and vice-versa. It could really emphasize that some enemies need to be beaten with Magic or Physical attacks rather than a YOLO approach as well. It also loosens up the flavor - if you want an item that boosts Magic Attack, it doesn't have to be something that stereotypical boosts intelligence like a pair of glasses or a Wizard's Hat (though you can still use that connection if you want). It would be important to consider how such a parameter change would mean changes to your damage formulas and what not and I recognize this is the biggest gameplay change I've suggested but the current parameter system seems more like something that is being pushed forward because "that's how we always did it" rather than the way that makes the most sense. Unless I'm missing something? -Resistance Values?: This may require seeing it come up in actual gameplay but its unclear to me what the values next to those resistances mean and how they will be manipulated by equipment or shards. Something we probably won't get to see it in the demo though. -Shard Type Names: So the shards clearly take the place of Bullet, Guardian, Enchant and Ability Souls of the ____ of Sorrow Games. Here they are named Trigger, Effective, Directional, Enchant and Familiar (which is misspelled ). I'm not entirely sure those names convey the general functionality of those shard types well enough? Overall they aren't bad but could they be better? The last two are pretty clear but I have NO idea what an " Effective" Shard is and I have no way of guessing. Perhaps it will be clear when we see such a shard but right now I'd argue it needs a rename. Trigger shards are clearly similar to Bullet Souls so I guess that is the etymology of that name but will all Trigger shards be projectiles? Directional shards refer to those you can aim in any direction, even while moving which make some sense but would they be better called Omnidirectional shards? I'm not saying these are all irrecoverably bad but rather you may want to take another look at them. At least spell " Familiar" correctly -Awkward English: Obviously localization isn't complete but making sure your spelling, grammar and flow are on point will all be important. As an example, "Familiar" is misspelled in the shard slot screen. "Sword made for easy handle" is probably better stated in something other than the passive voice like "An easy to handle sword". It should be, at least, "shoots a whirpool" rather than "shoots whirlpool" and so on and so on. This is just a small nitpick, but I think what needs improvement is Miriam's facial expression during cutscenes. I feel like it's not animated enough, her face looked a bit too stoic or frozen when the giant tentacle boss appeared. A small animated forrowing of the brow would go a long way in making her feel more alive. Or maybe I'm crazy and she looks fine? What do you guys think? I can agree with this. Thankfully we know cutscenes with conversations will be using 2D art like the old games but the way the faces in MN9 never moved or emoted during conversations or most interactions was always a big turn off. I've watched the demo a bit and I know this is a small thing, but it would be cool to see blood and liquids visibly wet and/or saturate the floor...Oh and I understand this is a demo, its just something I thought would be cool for the final game. That could or could not make its way into the game but that would clearly be more an aesthetic choice (how gory do you want to be) rather than a technical choice.
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Post by CastleDan on Jun 16, 2016 21:42:22 GMT -6
Pros:
1. Sound effects sound quite beautiful. I love when the effects have a bombstastic bass to them and it reminds me a good deal of SOTN.
2. The effects are also quite beautiful.
3. I think the movements are very similar to Alucard ( good thing ) and it feels very angelic and smooth.
Cons:
1. While i think the area is quite impressive looking, I worry that a lot of the location feels repetitive and not in terms of the look but more in terms of the structure. A lot of hallways, and a lot of similar looking room shapes.
What I mean is instead of having multiple hallways or square type rooms you could have a room where barrels are piled up which make the floor have a unique geometry to jump on giving it a bit more variety. Little details like that.
2. The ropes that she jumps on would be a lot better if they moved when she jumped on them.
3. I'm not the biggest fan of the chests, I always thought it's much more random and enjoyable to find equipment in enemy drops as opposed to something that's MEANT to be found. The joy comes from the feeling you are getting something that someone might not have gotten yet.
( the cons aren't HUGE issues i just had to think of something)
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Post by JoJo on Jun 16, 2016 22:20:46 GMT -6
Ok... One thing that I don't like in the menu, is the 3D model I would prefer that they use a portrait picture of hand-drawn Miriam, like a photo-frame around the picture If they want to stick with the 3D model, I want the menu to show full body and animated with the customization that each of us will have on Miriam
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Post by kupomogli on Jun 17, 2016 1:06:41 GMT -6
Mirriam's backdash is broken and needs to be fixed. Similar to Alucard's backdash on SotN or dashing on Harmony of Dissonance where you can do it in quick succession giving little to no reason to actually walk. Miriam's backdash is more broken than Alucard's, more similar to the HoD one where you can repeatedly backdash cancel, just not able to do a forward dash. There should be about a second or so delay like with the GBA games starting with Aria of Sorrow and still allow the character to backdash cancel but not allow any repeated use of it breaking the game and making it too easy. This is just based on what I saw from the demo being played on the show floor, but is a very glaring flaw if it makes its way into the main game. It's fine to have a preference that goes against the popular belief. If others feel the same way we will hear about it unless we discourage unpopular opinions (which we don't). In my personal opinion, Romscout directly addressed this during E3 with IGA and Ben and if it's good enough for Romscout it's good enough for me. You can't multiquote, so I'll reply to all here. Most gamers aren't very good at gaming period, so the popular belief in that sense would be that these people would need every broken gameplay mechanic available at their disposal. It's why so many reviews complained about Dracula X Chronicles mechanics and made statements in the review that they're giving bumping the score a few points higher because of Symphony of the Night as an unlockable. It's why so many so called "Castlevania fans" don't like anything but the exploration based titles. Additionally, I shouldn't have to not use a mechanic in the game. It's like all these stupid challenges people make because the games were too easy due to poor development. Whether it's a broken backdash, painfully easy gameplay, etc, it's not my responsibility to fix the games problems by not using what's available to me, it's the developers who needs to fix the issue so that people can't take advantage of it. Until hearing you mention Romscout, I've no idea who the guy was, so I Google'd him, and he's apparently a Castlevania speed runner. Not a very good one, but a speed runner nonetheless(I skimmed around his Bloodstained hype video.) Of course he wouldn't argue against a backdash that favors speed running. But hey, since this guy is a "popular" Castlevania speed runner, then your opinion is obviously based on him being a Castlevania fan, and based on "skill." Then here you go. If skill has anything to do with the better opinion, I'll let the videos of these five different Castlevania titles speak for themselves(I actually consider Lords of Shadow its own franchise, but it's titled Castlevania.) This isn't to say anyone here are scrubs, infact I dont care how good or bad you are, but this is showing how good I am at the series and how much I love the Castlevania series in general. I put $125 into the Bloodstained Kickstarter and I want to see it be released as an unrivaled masterpiece, even compared to the best games in the Castlevania series so it can turn into a franchise of its own. It's going to have both the main exploration gameplay and a level based classic mode, so I want to see the best of both combined into one(kind of like Dracula X Chronicles.) First video is an example of cancel attacks on SotN that I recorded awhile ago to show someone uninformed. Certainly shows that I know all about the movement mechanics and exactly what can be done in the game. I don't like to use the backdash to get around, but too often I can't help doing it because it's there. Second is my favorite stage in Dracula X Chronicles, replaced from the kind of pathetic one that took the same space in Rondo of Blood, except that I go through the stage without taking damage as well as do so on every other stage in the game on other videos, even if the quality is severely lacking and needs to be rerecorded. Third video is just a low level boss fight against Hugh in Circle of the Moon in Magician mode on level 25. Fourth is Lords of Shadow Mirror of Fate. A great game that gets undeserved hate. Boss Rush on hard. Fifth video is the last part in Lament of Innocence. I like this video a lot simply because I perfect guarded every unblockable blast he used, despite being in normal mode and not having to do so(also finished Death without using any curative items.)
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jun 17, 2016 1:41:25 GMT -6
I've watched the demo a bit and I know this is a small thing, but it would be cool to see blood and liquids visibly wet and/or saturate the floor...Oh and I understand this is a demo, its just something I thought would be cool for the final game. Sounds like something that would be on pc but not the vita and wii, but I agree. I always was a sucker for physics-based leaps rather than simple visuals. (I know many games 'fudge' this effect by applying a certain effect to the floor to make it look wet, but this 'trick' wouldn't work for adding some blood or other fluids to 'splash on' and wash away... it was just something I've always wanted in a game, and I know that "trick" but your right it wouldn't work for this... it is more of a suggestion, if it is possible- after the main game is complete, then they can go back and figure this out... Though, I wouldn't be losing sleep if this is NOT in the final game... But can you imagine the muramasa with those blood physics? while you kill enemies the sword sucks up the blood... or after killing enemies in a room, painting the room red then pulling out the sword and "sucking" the blood off the floor, wall and ceiling? I just think it would look super cool.
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Pure Miriam
Legendary Comrade
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Post by Pure Miriam on Jun 17, 2016 2:24:44 GMT -6
Over my experience regarding Igavanias, one of the things i like it most is how each game has a specific magic/skill/power system. I always liked to analyze that. Since we have a good grasp of how the "Shard System" will work, my starting feedback will be regarding that. I don't want to break the flow of discussion or anything. I want to give my feedback for the developer's to read. If anyone wants to add something, feel free. Here goes. The Shard System Magic 1) AnimationsAs anyone can see from my signature, i LOVED the "crystal obtaining" animation. The shard flows to Miriam's body and pierces her, wich she holds and absorbs that power. It is really neat and i really don't have much to add here. For me it is perfect. The first shards are very similar one to another, but they are the first ones, i kinda expected that. 2) Shard Types namesAs pointed out by crocodile, the Shard Types does have some odd names, that don't really mean much. I have two suggestions. A practical one and a classy one. The Practical Suggestion
[TRIGGER] be renamed to ATTACK or OFFENSIVE[EFFECTIVE] be renamed to GUARD, DEFENSIVE or keep it as EFFECTIVE[DIRECTIONAL] be renamed to CONTROL or TARGET[ENCHANT] be renamed to BOOST or keep it as ENCHANT[FAMILIAR] doesn't need a rename. Keep it as FAMILIARThe Classy SuggestionAt most Crystal myths and crystal therapy, crystal colors have specific influences over mind and matter. Considering that, since each shard has a color, the meaning of each color at the crystal myths and therapies are something like this: [TRIGGER] (RED) means: Action, Energy, Conviction, Courage, Fearless, Fortitude, Strength, Determination, Glory. [EFFECTIVE] (BLUE) means: Trust, Spiritual, Belief, Faith, Obedience, Order, Sincerity. [DIRECTIONAL] (PINK) means: Inner Sight, Psychic, Mystery, Spiritual, Third Eye. [ENCHANT] (YELLOW) means: Enlightenment, Realism, Alertness, Awareness, Consciousness. [FAMILIAR] (GREEN) means: Creation, Fertility, Nurturing, Potency, Progress, Renewal, Growth. Considering that, each shard could have a name based on those influences taken from crystal myths and crystal therapy AND what their powers are in-game. My suggestion: [TRIGGER] be renamed to ACTION[EFFECTIVE] be renamed to ORDER[DIRECTIONAL] be renamed to PSYCHIC[ENCHANT] be renamed to ENLIGHTENMENT[FAMILIAR] be renamed to CREATION 3) Shard Magic namesThe shard names are not associated with their enemies names. It is not like Aria/Dawn of Sorrow, that, the Bat soul power is called "bat". I think that is a good idea. So far we saw: Morte Cannon => Gives FIRE CANNON. Seama => Gives CERULEAN SPLASH. Buer => Gives CON BOOSTER. I think this is a good idea and should be kept like that. 4) Control imput (based on Xbox Controller)
From what we saw at the momment, the Red Shard are use by pressing (Y), Pink Shard is used by aiming with the Right analog Stick and pressing RT. I think those are good controls and see nothing to change here. 5) Shards LoreSHARD: Demon power that's been crystalized. It cannot be handled by an ordinary person.I liked that! I always like when most things have a context and i think that is a cute, little good idea. So, some demons are powerful enough to crystalize their magic on their bodies, and those crystals can be harnessed by "non-ordinary" persons. Good! 6) Suggestions for system improvement.Here are some overall suggestions to improve the Shard system. Shard LevelingShards could be matured, to increase their power. I gave that idea before on another topic. Before, i had the idea that maybe the player could find small crystal pieces (i called them "shards" when i first talked about this ) to improve them, but now, i have other idea. Like Dawn of sorrow, maybe getting more of the same shard could improve it. They could have varying max levels, like 9, 5, 3 and 1 for bosses and one-time shards. Taking the shards we know, take a look at my example (i made up the values) [Seama] Cerulean Slash (max LV 9)Lv1: Damage = INT + 21% | 1 Shard | Lv2: Damage = INT + 24% | 2 Shards | Lv3: Damage = INT + 27% | 3 Shards | Lv4: Damage = INT + 30% | 4 Shards | Lv5: Damage = INT + 33% | 5 Shards | Lv6: Damage = INT + 36%
| 6 Shards
| Lv7: Damage = INT + 39%
| 7 Shards
| Lv8: Damage = INT + 42%
| 8 Shards
| Lv9: Damage = INT + 45%
| 9 Shards
| [Morte Cannon] Fire Cannon (max LV 3)LV1: Range = 2m | 1 Shard | LV2: Range = 3m | 5 Shards | LV2: Range = 4m | 9 Shards | [Buer] Con Booster (max LV 5)LV1: Con +2 | 1 Shard | LV2: Con +4 | 3 Shards | LV3: Con +6 | 5 Shards | LV4: Con +8 | 7 Shards | LV5: Con +10 | 9 Shards | [Vepar] Shard that we don't know what it is yet (max LV 1)LV1: Effect that whe don't know yet | 1 Shard | All enemies should have shards
Poor Morte has no shard. I think that all enemies should have shards. One of the most fun things from Aria and Dawn of Sorrow was trying to guess what that "pink-colored bird thingy" could give you as a power. It is not that hard to make up magics for all enemies. Anything that the dev team can't create, could just be tossed on the Yellow Shard with a small boost of some kind. Familiar Shards should level up
If Shards would not have a level up system, like what i said, at least the Familiar Shards should have one. Maybe you just summon them and they gain EXP while you fight, like Symphony of the Night, with a special menu dedicated just to the Familiar Shards. That's all for now folks!
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