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Post by Torg on Jun 21, 2016 20:19:26 GMT -6
For a demo, this game looks fantastic. The combat does seem a little slow, but then again I haven't played the demo so I can't really tell.
As for the elemental icons, I'm with Pure Miriam. I literally said the same things when I saw those haha
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Post by Ghostpepper on Jun 22, 2016 2:23:18 GMT -6
Something that bothers me is the tutorials. I dislike handholding in games. I understand that this for the demo and all but i just hope there's an option to turn them off in the full game or a menu. Maybe an option when you start up the first time to turn them on or off. No other complaints so far though, looks amazing.
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Post by darkbrotherhood on Jun 22, 2016 4:21:30 GMT -6
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Post by Ramzo Wily on Jun 22, 2016 9:01:25 GMT -6
Well, it's clear this forum has complete faith and devotion to Romscout, but I gotta say, I definitely understand where kupomogli is coming from regarding the back dash being broken. I'm not sure "Broken" is the right word, and definitely it's impossible to really say at this point seeing as we haven't played the demo ourselves yet. Maybe it feels entirely natural and there's no issue. THAT SAID... The thing about it all is this: In Symphony of the Night, the back dash cancel and the double attack that you could pull off by attacking just before landing... those things we GLITCHES. That is to say, they were an accident of the way the game was designed. They were not intended to be part of the way the game worked (or at least the back dash definitely was). These were things discovered by people who loved the game and played it so much they were able to discover quirky little accidents that helped change the way you played the game. That is, quite honestly, one of the major reasons as to WHY Symphony was such a good game: because there was more to the game than what was on the surface. In Bloodstained, however, they are intentionally designing the game to work in this way. They could fix it, they could develop a unique mechanic for this game, but instead they're opting to make the game work EXACTLY how it did in SotN, down to the glitches. I worry that this will make the gameplay too "familir" (sorry, couldn't resist), too reminiscent of Symphony, to the point that it will make this game feel more like it's treading old ground rather than breaking new. Not that I entirely want it removed from the game. But I feel like they should develop a unique system for Bloodstained that definitely stands out as saying "This is Bloodstained," and not just "This is Castlevania re-skinned." Obviously I want it to feel like A Castlevania, otherwise I wouldn't have backed it, but I don't want it to just feel exactly like a particular Castlevania, but actually able to stand out as definitely a unique entry in the series. So I feel they really should try to develop a unique system and feel for this entry. Then these gameplay elements we know and love from Symphony can be part of the Speed Run mode, where the game is supposed to be optimized for this sort of thing anyway. Of course, as far as I know this could already be the plan, but I just wanted to point out my thoughts on the matter.
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Post by estebant on Jun 22, 2016 10:55:09 GMT -6
Whenever you get a Shard and the Shard info pops up, there should be an option to equip it by pressing a button. Most people go to the menu immediately to try it out anyway.
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Post by crocodile on Jun 22, 2016 11:00:38 GMT -6
Well, it's clear this forum has complete faith and devotion to Romscout, but I gotta say, I definitely understand where kupomogli is coming from regarding the back dash being broken. I'm not sure "Broken" is the right word, and definitely it's impossible to really say at this point seeing as we haven't played the demo ourselves yet. Maybe it feels entirely natural and there's no issue. THAT SAID... The thing about it all is this: In Symphony of the Night, the back dash cancel and the double attack that you could pull off by attacking just before landing... those things we GLITCHES. That is to say, they were an accident of the way the game was designed. They were not intended to be part of the way the game worked (or at least the back dash definitely was). These were things discovered by people who loved the game and played it so much they were able to discover quirky little accidents that helped change the way you played the game. That is, quite honestly, one of the major reasons as to WHY Symphony was such a good game: because there was more to the game than what was on the surface. In Bloodstained, however, they are intentionally designing the game to work in this way. They could fix it, they could develop a unique mechanic for this game, but instead they're opting to make the game work EXACTLY how it did in SotN, down to the glitches. I worry that this will make the gameplay too "familir" (sorry, couldn't resist), too reminiscent of Symphony, to the point that it will make this game feel more like it's treading old ground rather than breaking new. Not that I entirely want it removed from the game. But I feel like they should develop a unique system for Bloodstained that definitely stands out as saying "This is Bloodstained," and not just "This is Castlevania re-skinned." Obviously I want it to feel like A Castlevania, otherwise I wouldn't have backed it, but I don't want it to just feel exactly like a particular Castlevania, but actually able to stand out as definitely a unique entry in the series. So I feel they really should try to develop a unique system and feel for this entry. Then these gameplay elements we know and love from Symphony can be part of the Speed Run mode, where the game is supposed to be optimized for this sort of thing anyway. Of course, as far as I know this could already be the plan, but I just wanted to point out my thoughts on the matter. A) I don't want to belabor upon the individual in question much more but I will briefly say my disagreement with them had nothing to do with a reverence for romscout and everything to do with the use of loaded terminology ("broken" actually means something), what I saw as an inability to substantiate their argument and poor tone in multiple respects. You don't have to agree with that assessment however B) I'm not sure what difference it makes if back-dash canceling and jump canceling were glitches. The question is do they improve gameplay? Are they fun? I feel the consensus is yes? Combos were glitches in the original Street Fighter but became incorporated in earnest into the series and now they have been an integral part of almost every fighting game for decades. From what I can observe from videos of the demo, Miriam's backstep is quick and has low cooldown but I can't say much more than that. However, taking what was once a glitch and making it an actual feature has been a common aspect of video game design for years. I don't think the origins of a gameplay mechanic matter as long as its good design (or rather the game is designed with it in mind well) and if its fun. C) If your general sentiment is "I don't want this to be a complete retread - I want it to do some new things and surprise me in some ways" then yes I agree. I don't think movement mechanics are a bad place to look to try something new either. We saw the evolution of the Mega Man series to the X/Zero series and how the addition of the dash and wall cling mechanics drastically changed level design and combat (and made those series more fun to play IMO). I'm not sure the backdash or complaining about move-canceling is the right place to look however. Stagnation and innovation for the sake of innovation are opposite sides of a coin you have to balance wherever you make a new game in a popular genre. That is even more difficult when you are doing a spiritual successor - pressures will be high to deliver familiar experiences especially since its been almost a decade since we've had a game like this and if you stray too off the beaten path and don't hit onto some fun/good, unexplored design than the backlash is likely to be strong. You still have to deliver on the basics though and you have to deliver a game that feels fun to move about. I'm a casual level player but as someone who primarily likes to play action games, platformers, fighting games, etc. I consider nailing the movement down very important and the flexibility of easy move cancels is appealing to me. Speaking of the backdash, I think player expectations are such that if you don't deliver a backdash, there are going to be a lot of very upset backers/players. Like making a Mega Man game where you have no character that can shoot If you want new movement mechanics I'm not sure a demo of the first level is likely to reveal them. However, Castlevania has touched upon this before (see the Magnes glyph from Order of Ecclesia) and I think/hope there is room for similar surprises here. You could also subvert expectations with moves that are less dearly held and expected. Games where you can double jump but not high jump are very different from a level design perspective than those where you can high jump but not double jump. SOTN vs. Super Metroid and how they treat movement would be a clear dichotomy (both games have "fly" mechanics but large sections of the games are explored before you get them or you don't want to use them in many sections). All previous Igavanias have had a double jump but either no high jump or a useless one (a high jump is not the same as like the ability that lets you shoot up into the air). Also I think Circle of the Moon is the only Igavania with a Wall Jump whereas wall jumps are pretty common among the Metroidvania genre. So yes, I think there is room to try out new (new in general or new/rare to Igavanias) movement techniques but again a demo of the first level is unlikely where they would be and a backdash or movement-canceling is not where I would be making cuts or subverting expectations. As an aside, I feel we should recognize the ways in which Bloodstained has already shown itself to be different to past Igavanias. Goobsausage kind of already pointed it out but the manner in which the boss interacts with the stage is not something you've seen in past Igavanias. The boss actually changes the stage at several points. We've also seen some basic background elements come into play and be interactive in a way that changes the terrain (note the cannons). You only got a little of that in previous Igavanias but I think Bloodstained is already set up to greatly expand on that (the 3D engine/assets probably help in this regard).
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Post by Ramzo Wily on Jun 22, 2016 11:22:47 GMT -6
It doesn't exactly "make a difference" that they were originally glitches. I just find it strange that they would intentionally build in as a mechanic to this game what existed only as glitches in an old game. They're clearly doing it specifically to cater to the speed run audience, when they already have said there will be a speed run mode that would better suit the placement of these mechanics.
Perhaps I wasn't clear. I'm not saying that these are necessarily bad, I'm just surprised that they would choose to included glitched mechanics as the main mechanics instead of trying to find new ways of having the game work mechanically. Particularly I can see this being a problem with the backdash cancelling because the back dash's very existence makes the game easier, so being able to chain backdashing could possibly make parts of the game (like bosses) too easy. So if they do keep this mechanic, they should probably consider their game design around the fact that it will be there (obviously without overdoing it to the point that you're forced to use backdash cancelling constantly).
Am I saying "mechanic" too much?
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Post by Dengojin on Jun 22, 2016 11:36:55 GMT -6
The backdash I saw on the video was probably around 5 - 6 frames fast and this is as fast as Alucard's backdash from Symphony of the night, I am quite happy that IGA has made the movement very similar to the one in SOTN and seeing how you can cancel the backdash with attack or by ducking is a mixture between sotn and the other Igavania titles.
- is it broken ? Nope, I don't think it will make you invincible or anything, every action game out there has a move that can be connected or canceled into another move and this is what makes you feel special when you master one of these techniques, I would rather call it a technique than a bug or glitch.
- The game has it's own identity already, having the same movement or similar at least does not effect the game identity at all! it is like when you say that all 3D fighting games are the same because the movement feels the same, Bloodstained seems familiar because it is meant to be that way.. but it is far from re-skinning and this is the main reason why IGA did not want put Dracula or vampires in it.
The only issue I have found on the demo video was that when Miriam was backdashing. I kinda saw her backdashing a little through the wall.. that is the only issue I have so far.
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Post by crocodile on Jun 22, 2016 11:42:35 GMT -6
It doesn't exactly "make a difference" that they were originally glitches. I just find it strange that they would intentionally build in as a mechanic to this game what existed only as glitches in an old game. They're clearly doing it specifically to cater to the speed run audience, when they already have said there will be a speed run mode that would better suit the placement of these mechanics. Perhaps I wasn't clear. I'm not saying that these are necessarily bad, I'm just surprised that they would choose to included glitched mechanics as the main mechanics instead of trying to find new ways of having the game work mechanically. Particularly I can see this being a problem with the backdash cancelling because the back dash's very existence makes the game easier, so being able to chain backdashing could possibly make parts of the game (like bosses) too easy. So if they do keep this mechanic, they should probably consider their game design around the fact that it will be there (obviously without overdoing it to the point that you're forced to use backdash cancelling constantly). Am I saying "mechanic" too much? I've seen nothing to suggest they are specifically catering to speedrunners via the movement mechanics. Iga even said as much in the Twtich stream - that they were important but weren't the primary audience. ALL players like a game that fells good to move around and do things in. For an action oriented game like this that is super critical. It's just that mechanically oriented gamers, like speed-runners, are the first to notice if game movement feels good, usually the first to be turned off if movement feels bad and because of those factors combined are usually good players to ask for feedback on on these sorts of issues (though as with any feedback you don't have to agree with what they say). It's the same reason many fighting game developers have arcade tests or betas or ask well-known fighting game players for their opinions and feedback. As for combat, bosses and basically enemies aren't going to be too easy because of a strong backdash. They would be too easy due to weak AI/patterns and/or poor stats. As you already alluded to, tools only break a game if the game (including the enemies) aren't properly designed with those tools in mind. The concern shouldn't be that the backdash is too strong but rather the game is designed well. SOTN and OoE had similar backdash shield canceling techniques that both represented the optimal way for quick movement and yet the challenge level between those two games are probably as disparate as you'll get among Igavanias.
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Post by CastleDan on Jun 22, 2016 12:18:21 GMT -6
It doesn't exactly "make a difference" that they were originally glitches. I just find it strange that they would intentionally build in as a mechanic to this game what existed only as glitches in an old game. They're clearly doing it specifically to cater to the speed run audience, when they already have said there will be a speed run mode that would better suit the placement of these mechanics. Perhaps I wasn't clear. I'm not saying that these are necessarily bad, I'm just surprised that they would choose to included glitched mechanics as the main mechanics instead of trying to find new ways of having the game work mechanically. Particularly I can see this being a problem with the backdash cancelling because the back dash's very existence makes the game easier, so being able to chain backdashing could possibly make parts of the game (like bosses) too easy. So if they do keep this mechanic, they should probably consider their game design around the fact that it will be there (obviously without overdoing it to the point that you're forced to use backdash cancelling constantly). Am I saying "mechanic" too much? I've seen nothing to suggest they are specifically catering to speedrunners via the movement mechanics. Iga even said as much in the Twtich stream - that they were important but weren't the primary audience. ALL players like a game that fells good to move around and do things in. For an action oriented game like this that is super critical. It's just that mechanically oriented gamers, like speed-runners, are the first to notice if game movement feels good, usually the first to be turned off if movement feels bad and because of those factors combined are usually good players to ask for feedback on on these sorts of issues (though as with any feedback you don't have to agree with what they say). It's the same reason many fighting game developers have arcade tests or betas or ask well-known fighting game players for their opinions and feedback. As for combat, bosses and basically enemies aren't going to be too easy because of a strong backdash. They would be too easy due to weak AI/patterns and/or poor stats. As you already alluded to, tools only break a game if the game (including the enemies) aren't properly designed with those tools in mind. The concern shouldn't be that the backdash is too strong but rather the game is designed well. SOTN and OoE had similar backdash shield canceling techniques that both represented the optimal way for quick movement and yet the challenge level between those two games are probably as disparate as you'll get among Igavanias. Yup, feel the exact same way. I think it's weird to call it glitched movements, it's nothing out of the ordinary many games you can find ways to quickly move in an environment, either way the movements being similar to SOTN are certainly not an issue. Alucard is one of the most wondefully designed characters in the series in terms of movement and animations, using that as a base is only a good thing for great movement. As you said Crocodile, the difficulty in terms of enemies is what's more important. I'm hopeful that the game takes at least SOME of the difficulty shown in OoE and applies it here. In a perfect world you'd have the variety and visual/sound design of SOTN, mixed with the difficulty of OoE and the soul type system for abilities of the sorrow series for the perfect Igavania.
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Post by Ramzo Wily on Jun 22, 2016 12:18:59 GMT -6
Dengojin The problem isn't that you can cancel the backdash into an attack (which is obviously ideal), it's that you can then cancel that attack into another backdash, and then that into an attack, and then that into another backdash, on and on. You weren't supposed to be able to chain it like that in Symphony, which is what made it a glitch in that game (as Iga himself has admitted to). Instead of leaving it as a glitch, though, they made it part of the normal technique of using backdash for this game. I just find that a strange design choice. I definitely hesitate to call that "broken." I'll save my opinion on that for when I actually play the demo myself. crocodile - Okay, maybe I shouldn't have said "they're clearly doing it" but rather, "it makes it seem like they're doing it" to cater to speed running. Which is what I actually meant, but I'm not at my clearest at the moment. As for the rest, I think we can certainly both agree that what's most important is if the game is designed well whether this mechanic is in the game or not. edit: oh, also: I'm hopeful that the game takes at least SOME of the difficulty shown in OoE and applies it here. In a perfect world you'd have the variety and visual/sound design of SOTN, mixed with the difficulty of OoE and the soul type system for abilities of the sorrow series for the perfect Igavania. You're making me drool!
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Post by purifyweirdshard on Jun 22, 2016 12:23:12 GMT -6
Another bit I would point out here is that I have a feeling that something close to SotN would be the target difficulty for this game (which I think is fine btw, most everyone's first time playing it wasn't all easy), and in that game, I didn't even use the backdash. I generally more or less forgot it existed. I could move away from/dodge or otherwise deal with the enemies' attacks in some other way, and the same goes for every other Castlevania game. It may have very well been "broken", and it might be in Bloodstained too in some sense of the word, but in a single player game of that difficulty...does it even matter?
If it makes playing the game a certain way more fun/faster for a certain group of people, I don't think it's hurting anything. The game may likely be baseline not all that difficult regardless of how you're playing it, with or without certain movement options. I think a lot of us core fans want something like OoE-level challenge, me included, but a new experience similar to first-time SotN would be great, too, and enjoyable to many more demographics of people.
I'm more or less just saying, eh, to a certain point, let things be good. Good things are fun.
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Post by Ramzo Wily on Jun 22, 2016 12:56:22 GMT -6
...I think there's some confusion possibly about what's being discussed here.
No one is saying that the back dash by itself is broken or glitched. Nor even being able to backdash and cancel it into an attack. Those things ARE part of how the games have worked since SotN, they're how they're supposed to work, they're normal, and completely acceptable. Nobody's asking to remove that or fix it. Everyone accepts that as being part of the game.
The problem - and this is what I believe Kupomogli is saying is "broken" - is that in SotN, you could chain backdashes through a glitch that existed in that game. This allowed you to do endless backdashing even though you weren't supposed to be able to. Even Iga in the first stream he did with Romscout admitted that this was a glitch.
In Bloodstained (at least in the demo), they seem to have built this glitch into how the game works normally, allowing backdash chaining as just a normal part of gameplay. I find this an odd choice because they could have saved this as a tweak for the Speed Run mode and left just regular backdashing - with just the one backdash that you can if you choose cancel into an attack and it stops there - in the game and given other options to increase speed such as items and abilities that you could get as you progress later.
Now, as far as we know, it could still be there plan to remove that and only have it in Speed Run. It could be that they didn't even know it was in this version of the game until Romscout did it in the stream. It could be that this is such an early build they haven't even close to finished with the movement mechanics in the game. It could also be that it is entirely their intention to have it and keep it. We don't really know.
But this is what I believe Kupomogli sees as being broken, and I can definitely understand why he feels that way though I personally wouldn't choose to use the same terminology.
So basically I'm saying 100% definitely leave in the backdash. Don't touch the thing. But the backdash chain glitch? Maybe leave THAT for the speed run mode only and give us alternate means of increasing our speed over the course of the game.
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Post by purifyweirdshard on Jun 22, 2016 13:23:45 GMT -6
Oh, no, I totally get that's what you meant. I was just throwing in that I thought it being there (backdashes period, let alone BDCing) doesn't really affect that much in the grand scheme of things. I haven't seen it/played the demo myself, but if the game's as much like SotN as I expect it to be, I imagine there's going to be a lot more in the way of things that are powerful beyond necessity in a fairly easy/normal-ish game to complete.
I consider myself a core gamer and I can do shield-dashing in SotN, but I just don't because it's tiring on the hands and silly. If people want to enjoy their game that way, why not let them? For them to intentionally have that placed in the game could be seen as weird, yeah...but maybe not? It's typical to the point of almost being a feature, I think. I may take all of this back once I get into the game and realize it's like, 3x speed/covers half the screen at the time or something haha.
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Post by crocodile on Jun 22, 2016 18:06:55 GMT -6
...I think there's some confusion possibly about what's being discussed here. No one is saying that the back dash by itself is broken or glitched. Nor even being able to backdash and cancel it into an attack. Those things ARE part of how the games have worked since SotN, they're how they're supposed to work, they're normal, and completely acceptable. Nobody's asking to remove that or fix it. Everyone accepts that as being part of the game. The problem - and this is what I believe Kupomogli is saying is "broken" - is that in SotN, you could chain backdashes through a glitch that existed in that game. This allowed you to do endless backdashing even though you weren't supposed to be able to. Even Iga in the first stream he did with Romscout admitted that this was a glitch. In Bloodstained (at least in the demo), they seem to have built this glitch into how the game works normally, allowing backdash chaining as just a normal part of gameplay. I find this an odd choice because they could have saved this as a tweak for the Speed Run mode and left just regular backdashing - with just the one backdash that you can if you choose cancel into an attack and it stops there - in the game and given other options to increase speed such as items and abilities that you could get as you progress later. Now, as far as we know, it could still be there plan to remove that and only have it in Speed Run. It could be that they didn't even know it was in this version of the game until Romscout did it in the stream. It could be that this is such an early build they haven't even close to finished with the movement mechanics in the game. It could also be that it is entirely their intention to have it and keep it. We don't really know. But this is what I believe Kupomogli sees as being broken, and I can definitely understand why he feels that way though I personally wouldn't choose to use the same terminology. So basically I'm saying 100% definitely leave in the backdash. Don't touch the thing. But the backdash chain glitch? Maybe leave THAT for the speed run mode only and give us alternate means of increasing our speed over the course of the game. I don't think you've sufficiently explained why chainable backdashes in a problem within the context of the normal campaign? Chainable backdashes were not the reason SOTN was baby easy (again see OoE) and they won't be the reason Bloodstained is super easy if the game turns out to be super easy (hopefully not). It's not something the vast majority of players will take advantage of or notice but for the players who do care about this they will like it alot. Lenticular design is the concept of designing something that appears simple to neophytes and beginners but allows people with more experience or more insight to derive more utility or fun out of a mechanic. Backdashes (a way to quickly avoid enemy attacks) are simple enough to understand and use. Chainable backdashes are a real boon to speed-runners however. It most likely won't have any effect on the game except for the people who REALLY like in which case it will make them very happy. As an aside, though there have been Speed Run modes that have added little twists here and there, I don't know of any of them that have completely changed how basic mechanics work in the way your propose. Part of the fun of speed-running is using all the tools that the game give you naturally to progress. Speedrunning exclusively in a mode where you get extra powers or something seems inherently less interesting that using the normal mechanics of the game. Conversely speedruns with a limited power set usually prove to be more interesting (though not necessarily more interesting than the normal game rules). That's how I feel at least and I'm sure a non-zero number of people would agree.
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Post by rivyr on Jun 22, 2016 21:45:03 GMT -6
I have an HTC Vive and Steam VR installed.
The demo was always trying to start in steam vr mode. I finally made it stop by renaming \Bloodstained Ritual of the Night\Engine\Binaries\ThirdParty\OpenVR\OpenVRv0_9_12\Win64\openvr_api.dll so that it wouldn't be loaded.
I'm guessing this isn't intended to be played in VR and that dll probably shouldn't be included. Not a huge deal as this is a free demo for backers, but I thought I should post about it.
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Post by kingbonz on Jun 22, 2016 21:47:23 GMT -6
I have a code but I cant find the demo
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CastleDan
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May 28, 2015 9:50:13 GMT -6
May 2015
castledan
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Post by CastleDan on Jun 22, 2016 21:49:30 GMT -6
So you CAN definitely take her scarf off. Her death animation twirls like Alucsrd which is cool.
I love everything about this to everyone involved making it. I will say the sound effects have a very muffled sound too then and the music is a little too hard to hear but other than that I love it all.
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mk24
New Blood
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Jun 23, 2016 9:02:15 GMT -6
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mk24
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Jun 22, 2016 21:43:58 GMT -6
June 2016
mk24
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Post by mk24 on Jun 22, 2016 21:50:23 GMT -6
I started the demo up and I can already think of one suggestion- give me rebindable keys! I don't have a controller so I'm going keyboard only, and while I can live with the controller prompts I really think you should be able to rebind your keys/buttons right from the start. I won't be able to play the game until then, so I'll just wait patiently. At least it runs on my pc!
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Jun 22, 2016 21:56:50 GMT -6
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angelsfire84
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Jun 22, 2016 21:49:23 GMT -6
June 2016
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Post by angelsfire84 on Jun 22, 2016 21:56:50 GMT -6
Look, I know this isn't 'feed back' but holy freakin' cow, I had to give my opinion right away after I just played the demo! I was ready to go to bed when I got the e-mail telling me the demo was ready. I jumped in to it expecting epic slaying madness. It was beautiful.
The graphics were amazing and the colors were right on par with the atmosphere. The music was perfect for the stage. The movement of the character felt weighty but not enough to slow you down. The running/walking pace is pretty good throughout the stage. It didn't feel too slow. The attacking felt real. The weight of the sword or the movement of the kick and how it interacts with the enemies. The feeling I got was beyond anything I can explain. A real kick back to Castlevania: SOTN days.
What else can I say except I was very excited to see such a well put together demo! If the rest of the game is going to be like this (albeit a few changes here and there) I am very glad I backed this game on Kickstarter.
Okay, deep breath. I just had to get that off my chest after playing the demo tonight.
This project is looking brighter than ever. It's gonna be great!
~A satisfied player
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