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Post by estebant on Aug 9, 2016 19:06:30 GMT -6
IGA is all about dat history That is just.... Wrong. Plain and simple.
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Post by BloodyTears92 on Aug 9, 2016 19:38:28 GMT -6
IGA is all about dat history That is just.... Wrong. Plain and simple. I have to piggyback here. I'm sorry, but no, IGA is not all about making sure Castlevania is historically accurate. Electric Guitars and Baseball Bats in Curse of Darkness, Hamburgers and Hot Dogs in Symphony (and most of them to be honest), fully autonomous robots in Ecclesia (and other games. Hell CoD had an Innocent Devil which was an iron golem with a gattling gun). The list goes on. And that's before we get into trying to count the number out outfits in the games which are actually historically accurate. If his characters were period-accurate: Shanoa and Miriam would be dressed in elaborate dresses with stocking and corsets with their hair done up in buns (it was considered highly inappropriate for women to wear their hair down in public in the 1800's), and all those stylish longcoats his Belmonts wore (ESPECIALLY Leon and Trevor, probably Richter and Juste too) would have to go too. The series has always heavily favored style. Hell that's why we love it so much, its just dripping with "we know this isnt accurate but its damn cool". But yeah, sorry: Castlevania has had a checklist for the "Anachronism Stew" trope for decades XD
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Post by CastleDan on Aug 9, 2016 19:49:20 GMT -6
I mean, I wasn't saying that there's no way he wouldn't use 1800's items or whatever. We just know he's stated time and time again that he's a history buff. SO he MIGHT not use items that don't make sense in the time period with the main character.
Curse Of Darkness also had a time traveler in it. I feel like you're taking my point a bit extreme. Does IGA do joke items? yes, a lot of the times he puts goofy modern things in his games. HOWEVER, I think main weapon types he usually typically tries to keep them somewhat relevant to the time. You didn't see handguns or revolvers in SOTN did you?
Also, an interview he said it was 18th century which is 1700's
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Post by estebant on Aug 9, 2016 20:12:33 GMT -6
As far as I know, Iga has only talked about time periods during Ask Iga #2
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Post by CastleDan on Aug 9, 2016 20:17:02 GMT -6
Well I know for a fact he said 18th century or late 18th century whether he said it once, said it near the beginning or said it recently. I know he said it.
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Post by Galamoth on Aug 9, 2016 20:27:43 GMT -6
It's been mentioned in this thread already, in the form of predicting the basic properties of each weapon-type (damage output, reach, and attack-speed), but...
It would seem that someone's wish for Axes to be a weapon-type in this game has indeed come true.
On the other hand, I personally love the fact that Spears will be a weapon-type in Bloodstained. I can't wait to skewer Miriam's enemies from mid-range!
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Post by BloodyTears92 on Aug 9, 2016 20:39:22 GMT -6
Okay, first: I found it. About 26 minutes Iga and Ben confirm the game takes place in the 18th century during the Industrial Revolution, so late 1700's is correct. Second, I have to agree with Galamoth . I love Spears, have for a long time. Ever since Prince Ephraim from Fire Emblem 8 really, and especially Nephenee from the Tellius saga. One of my favorite classes in any MMO is Lord of the Rings Online's Warden, a defensive class focusing on a spear/shield combo. Spears are really underutilized these days. And hey, if we can get a big badass Alucard Spear equivalent, then I'll be a happy camper.
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Post by JeffCross on Aug 9, 2016 20:44:26 GMT -6
It's been mentioned in this thread already, in the form of predicting the basic properties of each weapon-type (damage output, reach, and attack-speed), but... It would seem that someone's wish for Axes to be a weapon-type in this game has indeed come true. On the other hand, I personally love the fact that Spears will be a weapon-type in Bloodstained. I can't wait to skewer Miriam's enemies from mid-range! it would be cool if you were able to skewer some enemies XD... then they would break off or just burn off... or something lol
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Post by LeoLeWolferoux on Aug 9, 2016 21:43:38 GMT -6
The guns are a little interesting due to the time frame, the gun we see in the update is a flintlock pistol from around (1700-1730) The one from the data mining shows us something similar to a edo japanese arquebuse, from around 1400 until the middle of the 17th century. Wonder what other kinds of guns we will see, all of the guns so far was popular in the early 17th century so is that the time frame they will use for the weapons? this just kidding lol (this was for CastleDan ) but I really do want to know if she will be able to dual wield some guns... what if there are twin guns? they have to be used together... um... or else (sorry can't make anything up right now lol I had a long night). but yeah I wanna see her dual wield... something, anything. Omfg. Just imagine the highest potential killing efficiency of any weapon...the MINIGUN. LOL But seriously, I would LOVE to seem some kind of duel wield pistols, maybe something like Ebony and Ivory from Devil May Cry? :p
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Post by Pure Miriam on Aug 10, 2016 1:31:11 GMT -6
About ammo and single or double-handed weapons. Some thoughts and questions.
ABOUT AMMO
The update clearly says that guns will use ammo, wich is good and isn't at the same time for me, if they don't do that correctly. Let me give an example of a really old game to say that.
On Vampire: The Masquerade - Redemption, a game from 2000, you play as Christoph, a crusade-turned-vampire. You play 50% of the game at the medieval times, using swords, maces and other weapons and the combat system is fully balanced into that. Then, you have a time skip and suddenly, you are at the eighties. You have acess to guns, like pistols, shotguns and such. And they all use ammo. And they all suck. And that happens because the gameplay was fully built regarding the use of melee weapons, so, everything is just half-adapted to guns later, with guns having a low damage and a poor aiming, rendering them totally useless.
On past Igavanias, when guns appeared, they were more of a little reminder that "hey, you are on a medieveal-looking castle fightining with medieval-looking weapons, but here's a pistol, so you can remember that we are at 2035/2036".
Now, they turned guns into a whole weapon category at Bloodstained, so much that they will have ammo, wich shows how much importance they are giving to that. So, they must be fully integrated at the whole gameplay and combat system. The only good way i can see for that to happen, is by using two very simple options:
1) Guns MUST have a good damage and/or good onuses, like higher critical chances or something like that. That will make the gun a good option. If not, will anyone will equip a gun, shoot out there, spending ammo, just for the extended range? They can't be awesome, or the game will be totally broken, but they must at least have a good damage. And there is also the problem of using guns and expending ammo just to shoot candles.
2) Guns MUST use a simplified ammo system. There was an old RPG called Parasyte Eve (good one, by the way) where the main character had acess to a lot of guns, and 99% of it used the same ammo. A simple item called "Ammo Crate" that goes from 0 to 999. Bloodstained could do something similar. All itens of Bloodstained probably cap at 9 (i hope so), so Miriam could automatically get a "Ammo Crate" after she finds the first gun, and that crate goes from 0 to 99, or to 999, or any other cap they find reasonable. And you could forge ammo with materials and buy it at the game's store.
ABOUT SINGLE-HANDED and DOUBLE-HANDED WEAPONS
I have a real, honest question about single-handed and double-handed weapons. At the demo, we couldn't equip two weapons at the same time, but the menu screen clearly shows that the weapon area has two slots. It doesn't seem that Bloodstained will have shields. At the update, they mentioned the animations, most of them, using single-handed or double-handed terms. So, we will be able to equip two single-handed weapons to use at the same time (like Castlevania: Symphony of the Night)? And what button we will use to attack with the secondary weapon? The only reasonable button that we didn't used at the demo, was B. The same button (position) used at Castlevania: Symphony of the Night. I am right on that thought?
That's all folks!
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Post by LeoLeWolferoux on Aug 10, 2016 5:19:07 GMT -6
About ammo and single or double-handed weapons. Some thoughts and questions. ABOUT AMMO
The update clearly says that guns will use ammo, wich is good and isn't at the same time for me, if they don't do that correctly. Let me give an example of a really old game to say that. On Vampire: The Masquerade - Redemption, a game from 2000, you play as Christoph, a crusade-turned-vampire. You play 50% of the game at the medieval times, using swords, maces and other weapons and the combat system is fully balanced into that. Then, you have a time skip and suddenly, you are at the eighties. You have acess to guns, like pistols, shotguns and such. And they all use ammo. And they all suck. And that happens because the gameplay was fully built regarding the use of melee weapons, so, everything is just half-adapted to guns later, with guns having a low damage and a poor aiming, rendering them totally useless. On past Igavanias, when guns appeared, they were more of a little reminder that "hey, you are on a medieveal-looking castle fightining with medieval-looking weapons, but here's a pistol, so you can remember that we are at 2035/2036". Now, they turned guns into a whole weapon category at Bloodstained, so much that they will have ammo, wich shows how much importance they are giving to that. So, they must be fully integrated at the whole gameplay and combat system. The only good way i can see for that to happen, is by using two very simple options: 1) Guns MUST have a good damage and/or good onuses, like higher critical chances or something like that. That will make the gun a good option. If not, will anyone will equip a gun, shoot out there, spending ammo, just for the extended range? They can't be awesome, or the game will be totally broken, but they must at least have a good damage. And there is also the problem of using guns and expending ammo just to shoot candles. 2) Guns MUST use a simplified ammo system. There was an old RPG called Parasyte Eve (good one, by the way) where the main character had acess to a lot of guns, and 99% of it used the same ammo. A simple item called "Ammo Crate" that goes from 0 to 999. Bloodstained could do something similar. All itens of Bloodstained probably cap at 9 (i hope so), so Miriam could automatically get a "Ammo Crate" after she finds the first gun, and that crate goes from 0 to 99, or to 999, or any other cap they find reasonable. And you could forge ammo with materials and buy it at the game's store. ABOUT SINGLE-HANDED and DOUBLE-HANDED WEAPONS
I have a real, honest question about single-handed and double-handed weapons. At the demo, we couldn't equip two weapons at the same time, but the menu screen clearly shows that the weapon area has two slots. It doesn't seem that Bloodstained will have shields. At the update, they mentioned the animations, most of them, using single-handed or double-handed terms. So, we will be able to equip two single-handed weapons to use at the same time (like Castlevania: Symphony of the Night)? And what button we will use to attack with the secondary weapon? The only reasonable button that we didn't used at the demo, was B. The same button (position) used at Castlevania: Symphony of the Night. I am right on that thought? That's all folks! I think you hit the nail on the head as far as guns and ammunition go, Pure Miriam . If they screw it up and don't make guns and ammunition viable in some way, that'll be a real shame considering my hype for the weapons. And as myself and others are probably thinking, I think the ability to craft ammunition will be available as well. Though typically in past games when some sort of fuel is exhausted for an action, like item arts in The Last Remnant for example, typically it has a unique and profound effect in combat, and stays effective throughout the game. I'm hoping this to be the case for Bloodstained, as well. I'm also hoping that the bullets themselves have stats and different strengths, as well. This is a familiar attribute found in a few games such as Final Fantasy IV, and Dark Souls II. (Though this is for bows and arrows) I think that they could do some really cool stuff with guns and bullets in Bloodstained: Ritual of the Night. :]
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BloodyTears92
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Post by BloodyTears92 on Aug 10, 2016 5:44:01 GMT -6
It didn't even occur to me that most IGA games cap items at 9. so that is indeed an interesting issue regarding how much ammo the player can carry. The 1H vs 2H is also noteworthy because that could lead to 2-handed guns like flintlock rifles or even a blunderbuss, and/or it could point to dual-wielding pistols, and/or a Pistol with a 1-Handed weapon. I'd find that especially nice, since it would allow players to focus on their firearm for combat if that wish, but still have a melee weapon in the off-hand slot to break candles, secret walls etc. and not have to waste ammo on non-combat trivialities.
Another thing regarding balance will be making sure the bosses have attacks to deal with players who will want to combine firearms with ranged magic and play a keep-away game. Ecclesia did a good job with that honestly, given Shanoa could focus entirely on ranged magic too, so I don't see this being a new issue they've never dealt with before, but its something to keep in mind.
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Post by Pure Miriam on Aug 10, 2016 7:36:43 GMT -6
I think you hit the nail on the head as far as guns and ammunition go, Pure Miriam . If they screw it up and don't make guns and ammunition viable in some way, that'll be a real shame considering my hype for the weapons. And as myself and others are probably thinking, I think the ability to craft ammunition will be available as well. Though typically in past games when some sort of fuel is exhausted for an action, like item arts in The Last Remnant for example, typically it has a unique and profound effect in combat, and stays effective throughout the game. I'm hoping this to be the case for Bloodstained, as well. I'm also hoping that the bullets themselves have stats and different strengths, as well. This is a familiar attribute found in a few games such as Final Fantasy IV, and Dark Souls II. (Though this is for bows and arrows) I think that they could do some really cool stuff with guns and bullets in Bloodstained: Ritual of the Night. :] As i said there, i really think that the ammo system must be something overly simple and basic. Maybe, MAYBE, two kinds of ammo (normal and silver, since silver has a lot of legends regarding it's power to destroy demons) but even so, you need to create a whole separate system just to choose what ammo the gun you are using will have. I still stick to the idea that ammo should be something simpler, but i'm all for options! Igavania games was always about having several options to change and alter your gameplay, so, if they are capable of doing several ammo types without micromanaging and overcomplicating things, i'm all for it. It didn't even occur to me that most IGA games cap items at 9. so that is indeed an interesting issue regarding how much ammo the player can carry. The 1H vs 2H is also noteworthy because that could lead to 2-handed guns like flintlock rifles or even a blunderbuss, and/or it could point to dual-wielding pistols, and/or a Pistol with a 1-Handed weapon. I'd find that especially nice, since it would allow players to focus on their firearm for combat if that wish, but still have a melee weapon in the off-hand slot to break candles, secret walls etc. and not have to waste ammo on non-combat trivialities. Another thing regarding balance will be making sure the bosses have attacks to deal with players who will want to combine firearms with ranged magic and play a keep-away game. Ecclesia did a good job with that honestly, given Shanoa could focus entirely on ranged magic too, so I don't see this being a new issue they've never dealt with before, but its something to keep in mind. About the cap, 9 cap is a "recent" change. Symphony of the Night and Harmony of Dissonance had 99 as cap. They probably thought that this cap was making the games too easy, and decreased the cap to 9, something simple that i find a really good idea, design-wise. By the way, did anyone reached any cap on items at the demo? I really hope tha cap is still 9, since being higher than that just makes everything way easier. But, as i said, if they are working with ammo, or the guns will be something hugely powerful and the ammo will be absurdly rare and expensive, wich could justify the ammo cap being 9 OR they must do something like tha Ammo Crate i said, with a higher 99, or 999 cap. About the double-hand, that didn't even ocurred to me! Yeah, equipping two weapons could be good to equip a pistol and a melee weapon, so you can shoot enemies and break the scenario without wasting ammo. About range battles, that is not really hard to control. As you said, Order of Ecclesia did that wonderfully, you just can't hit from affar forever, as the boss always have a way to reach and pummel you.
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Post by BloodyTears92 on Aug 10, 2016 8:13:30 GMT -6
I remember Harmony and that 99 cap, though I forgot Sotn also capped at 99. It was quite unbalanced, just grind money, buy 99 potions and you may as well have been immortal XD.
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Post by purifyweirdshard on Aug 10, 2016 11:38:49 GMT -6
Re: ammo drops, something that just occurred to me: perhaps it could drop from candles? It wouldn't be too unusual to add another drop type to them.
As far as balancing for the ammunition/ammo types, something that I'm thinking is that perhaps older style black powder firearms would be the projectiles that could be crafted with extra properties given their...granular nature ;p
The process of loading black powder requires a bit of careful measuring and priming as it is with tools in the real world, so incorporating a few fantasy steps of alchemical ingredients sounds pretty cool to me. These extra effects provided could balance them against the much higher rate of fire that centerfire ammo has, but those types with a bit less flexibility on options due to the pre-packagedness of the metal jacketing.
We could go full reloading and give Miriam a press and all that (remember doing this in Resident Evil 3?), boy would that be something lol.
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Post by CastleDan on Aug 10, 2016 12:10:59 GMT -6
Why wouldn't it be apart of the crafting system? It seems like a no brainer. Enemies drop materials, materials can be crafted into all sorts of things including different ammo types. It doesn't need to be candles at all, it'll probably be the crafting system itself.
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Post by thrashinuva on Aug 10, 2016 12:54:11 GMT -6
I seem to remember Iga's umbrella draw being a lot faster than that Katana animation.
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Post by LordKaiser on Aug 10, 2016 12:55:00 GMT -6
Well it looks good but also the stance when the weapon is not in use but ready to draw also needs to be representative of the weapons equipped. You can't use this stance for every weapon. media.bestofmicro.com/Q/G/589336/original/bloodstained-061416.jpgThis is more suited for boots weapons. I liked most of the weapoons animations, I want to see their airborne versions.
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Post by Galamoth on Aug 10, 2016 13:02:17 GMT -6
I seem to remember Iga's umbrella draw being a lot faster than that Katana animation. Perhaps some are faster than others (for all the various Katana weapons that will surely be available in the final game).
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Post by Pure Miriam on Aug 10, 2016 16:19:41 GMT -6
I seem to remember Iga's umbrella draw being a lot faster than that Katana animation. These test videos are never at the real game speed. They kinda said that already. It is always slowed down to show things better and also, you can clearly see a FPS count there, so, it is a test scenario.
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