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Post by Yän on Jun 13, 2017 4:57:01 GMT -6
(...) My biggest concern is not the game, but the marketing: lot's of people have never played this type of game, and they won't necessarily "get it" without giving it some playtime ... which they won't do if they don't get it at first glance. Therein lies the problem, and I just hope 505 games has a good strategy. Although this may go against some ideas, i wonder if it wouldn't be a good idea to release this new Demo to everyone, and not just backers? Igavania games does had a "unique" feel that includes the whole "game is slow, looks floaty" thing, specially because it is a 20 years old style from Symphony of the Night that IGA never tried to update, for the good and for the bad. If they did that, everyone could, in a legitimate way, have a feel of how a Igavania plays out and maybe, help to eliminate such concerns (or raise them even more). Considering this, I don't think that would be a very wise choice.
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Post by dareka on Jun 13, 2017 8:52:08 GMT -6
I think it depends on how good the demo is, how big it is, and most importantly, if the team feel confident putting out there or not. If the answers to those is Pretty darn good, Pretty big for a demo, and yes they do feel confident in giving it out, then I would be all for putting it out there for everyone on as many platforms as possible. I know as a PS4 backer I'd love to try the demo there rather then PC, and I would not mind others getting a hold of it. (Although if the PC demo can map to a PS4 controler it's fine too) I think that, if they do a free demo for everyone, it would be closer to launch, or maybe even post-launch, so that it's really based on the complete game. But, while I'm a little suspicious of any conclusions drawn from a "cumulative" sales chart, if there is data showing demo's don't help sales in general, the message to developers is to tread carefully. Maybe just good ole-fashioned word of mouth from a dedicated community is best.
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purifyweirdshard
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Post by purifyweirdshard on Jun 13, 2017 9:49:31 GMT -6
Regarding the demo, 505 marketing and all of that - 505 is Indivisible's publisher as well, and they got a playable prototype put on the PSN store for all to play. I think that might be a good idea for Bloodstained, though as stated, I guess you do kind of "get it" or you don't as far as the gameplay of these. I think I'd still like it to get out there just for the exposure, though.
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Jun 13, 2017 23:09:11 GMT -6
AHAHAHA YAAAAS. LOVE But who is this maiden in a blood-soaked dress, I wonder??? Nice to see the familiar armours from Circle of the Moon and Symphony of the night return. Or at least the animated armour enemy theme, I should say. So far the only thing I'm NOT crazy about is that Miriam... 'yelps' EVERY time she gets a new shard. Hopefully this can be disabled somehow, though I'm not hopeful.
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Post by Scars Unseen on Jun 14, 2017 0:01:23 GMT -6
So far the only thing I'm NOT crazy about is that Miriam... 'yelps' EVERY time she gets a new shard. Hopefully this can be disabled somehow, though I'm not hopeful. Maybe they can replace it with this occasionally to spice things up:
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Galamoth
Ancient Legion
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Post by Galamoth on Jun 14, 2017 7:29:21 GMT -6
So far the only thing I'm NOT crazy about is that Miriam... 'yelps' EVERY time she gets a new shard. Hopefully this can be disabled somehow, though I'm not hopeful. Maybe they can replace it with this occasionally to spice things up: I was personally thinking more along the lines of a sexually-suggestive moan... But the Wilhelm Scream works just as well!!
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Post by Scars Unseen on Jun 14, 2017 8:41:49 GMT -6
I was personally thinking more along the lines of a sexually-suggestive moan... But the Wilhelm Scream works just as well!! Ah, so something more like this?
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Post by darkbrotherhood on Jun 14, 2017 10:31:05 GMT -6
Il put my few cents here, i know the game is far from finished but beter say my gripes incase.
1. enviroments needs to be more alive and interactive, water spalashing when walking on, gust of winds, Thunder lightning, dust trail when walking, rats, bats, moving chandeliers, eerie sounds, etc. 2. NO censoring, lets keep it adult, i would love to see more gore. 3. Difrent animation for each difrent shard, it gets old after a while 4. Whip slashing feels underwhelming, i like the belmont slash, it had power into it.
Il think of more when im sober.
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Galamoth
Ancient Legion
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Post by Galamoth on Jun 14, 2017 11:35:12 GMT -6
Scars Unseen That made me laugh more than I should've. Thanks!
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Post by CastleDan on Jun 14, 2017 13:33:36 GMT -6
Here's another playthrough of the demo by someone at E3. Looks good.
You can hear the boss theme much better here too ( sounds great )
Sounds like a Michiru Yamane track to me, I hear her sound in that melody. It's very SOTN rock jam..
EDIT: Did anyone else notice the name of the area was listed in the menu? I didn't notice it till just now.
"church of dian cecht" Dian Cecht - In Irish Mythology he was the god of healing.
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LeoLeWolferoux
Wielder of Emptiness
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[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Jun 14, 2017 19:14:06 GMT -6
Galamoth and Scars Unseen ahahaha. You guys. ...stop that.
So, my own personal points of interest: 1. I think it's funny that everyone is trying so hard to collect money in the demos that I've seen. Focus on the gameplay, damnit! Ahahaha 2. Curious that the 'Double Jump' shard is obtained from a method unorthodox to the series. (IE candle instead of a boss) If this is the case for a large chunk of the mobility shards, it might be more in one's interest to focus on exploration rather than slaying boss type enemies. Very interesting. (It would also be more of a Symphony of the Night, and less of a Circle of the Moon, were that to be the case. I surmise that a very happy CastleDan will be part of the end equation...) :] 3. I like that they kept the majority of the pause screen the same. OWN IT, BABY! 4. I love that there are TACTICS to the boss fights! Staying under Bloodles's umbrellas during her 'Blood Rain' ability is a simple, yet BRILLIANT idea. Love! 5. Everything is looking CLEAN. So far I haven't really noticed anything that has bothered me. Keep it up, IGA...!
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Post by Hylian on Jun 14, 2017 19:27:46 GMT -6
2. Curious that the 'Double Jump' shard is obtained from a method unorthodox to the series. (IE candle instead of a boss) If this is the case for a large chunk of the mobility shards, it might be more in one's interest to focus on exploration rather than slaying boss type enemies. Very interesting. (It would also be more of a Symphony of the Night, and less of a Circle of the Moon, were that to be the case. I surmise that a very happy CastleDan will be part of the end equation...) :] I think they talked about this on the Twitch interview. They only placed shards in these candles for the demo so that players could try different powers without having to play for a long time.
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Enkeria
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Post by Enkeria on Jun 14, 2017 19:41:45 GMT -6
2. Curious that the 'Double Jump' shard is obtained from a method unorthodox to the series. (IE candle instead of a boss) If this is the case for a large chunk of the mobility shards, it might be more in one's interest to focus on exploration rather than slaying boss type enemies. Very interesting. (It would also be more of a Symphony of the Night, and less of a Circle of the Moon, were that to be the case. I surmise that a very happy CastleDan will be part of the end equation...) :] I think they talked about this on the Twitch interview. They only placed shards in these candles for the demo so that players could try different powers without having to play for a long time. In short: white shards are from enemies, not bosses exclusively. For the sake of the demo, the pillars looking quite interesting. Now.. Here is a suggestion. Save the pillars, use them in the save-rooms. Thread: bloodstainedfanforums.com/thread/2236/evolve-save-room-more
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 14, 2017 19:43:49 GMT -6
Here's another playthrough of the demo by someone at E3. Looks good. You can hear the boss theme much better here too ( sounds great ) Sounds like a Michiru Yamane track to me, I hear her sound in that melody. It's very SOTN rock jam.. EDIT: Did anyone else notice the name of the area was listed in the menu? I didn't notice it till just now. "church of dian cecht" Dian Cecht - In Irish Mythology he was the god of healing. great videos. The graphics, for some reason, look even better on them. Holy Wisdom (Churh music) sounds awesome and Bloodless Boss Them is really great, i loved it! Those videos are just making me think more and more that Bloodstained looks great, it feels great and the i'm seeing less and less problems with it. Right now, i think i only see, as problems, the blue familiars and summon shards, and the overall scenario still not looking awesome enough.
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Post by CastleDan on Jun 14, 2017 22:14:16 GMT -6
Galamoth and Scars Unseen ahahaha. You guys. ...stop that.
So, my own personal points of interest: 1. I think it's funny that everyone is trying so hard to collect money in the demos that I've seen. Focus on the gameplay, damnit! Ahahaha 2. Curious that the 'Double Jump' shard is obtained from a method unorthodox to the series. (IE candle instead of a boss) If this is the case for a large chunk of the mobility shards, it might be more in one's interest to focus on exploration rather than slaying boss type enemies. Very interesting. (It would also be more of a Symphony of the Night, and less of a Circle of the Moon, were that to be the case. I surmise that a very happy CastleDan will be part of the end equation...) :] 3. I like that they kept the majority of the pause screen the same. OWN IT, BABY! 4. I love that there are TACTICS to the boss fights! Staying under Bloodles's umbrellas during her 'Blood Rain' ability is a simple, yet BRILLIANT idea. Love! 5. Everything is looking CLEAN. So far I haven't really noticed anything that has bothered me. Keep it up, IGA...! I'd love abilities to be found due to exploration instead of killing a boss that is plain in sight. A mixture would be good though. I don't want the ability to be in an obvious location like it was in the demo. The harder to find the better. Let me feel like I've accomplished something to find it. Which brings me to my other hope, I hope the game doesn't have chests littered all over like the demo. They look out of place as is to me with how big they are, I don't want two chests in one room or to open chests left and right. I hope they're spaced out better and fit in with their surroundings more. Blah blah blah Dan with sotn again.... but I kinda preferred when they made holders for items in that game and the holders fit whatever environment they were in. Sometimes you slash an orb that liquid pours out of and an item is in it. Sometimes there's a rock structure holding the item... etc. it just felt better than big clunky chests being in the middle of the floor. So hopefully it's done in a more aesthetically pleasing way ( only one within a room ) End of Dan's nitpick ranting
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
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Post by LeoLeWolferoux on Jun 15, 2017 2:31:50 GMT -6
Not gunna lie, I'm looking forward to beating bitches over the head with and umbrella whilst playing Bloodless in Boss Revenge mode. >:]
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on Jun 15, 2017 2:37:15 GMT -6
Well since it is a demo and they nost likely wanted to show off the different weapons, i assume Thats why there are so many chests. I agree with castledan though. It would be nice if special items/upgrades were laying around the environment that the player has to interact with. Now that I think about it this was sortof done in OoE as well with some glyphs. For HP ups it could be cool if Shanoa needed to rip out the heart of some statue to gain the 'extra' life. Kinda like that bloody fountain. She rips the hart out, gains the effect of the HP up, the statue starts bleeding as if it needed that heart or something. When it comes to special items... She needs to interact with something to get that item. Like pulling a sword out of some rock. Taking a piece of armour from some manequen. etc. etc. When it comes to chests, Id like to see them reserved for common items and possibly in remote 1 unit rooms. Like a chest in a study could contain a map. A chest in a bedroom contains... cobsumables. A chest in a smithy contains basic forging materials. etc. etc. Not gunna lie, I'm looking forward to beating bitches over the head with and umbrella whilst playing Bloodless in Boss Revenge mode. >:] Heh... I was actually planning on giving the Lolita mod I was making an umbrella as a weapon as well. so much stuff i wanna do... so little time T_T
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Elfina Ashfield
The Surreal Stargazer
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[TI0]Unarchived Nova
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Post by Elfina Ashfield on Jun 15, 2017 2:44:31 GMT -6
Heh... I was actually planning on giving the Lolita mod I was making an umbrella as a weapon as well. so much stuff i wanna do... so little time T_T Lolita mod? *gasp* *EXTRAORDINARY HYPED*
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 15, 2017 2:46:41 GMT -6
(...) 2. Curious that the 'Double Jump' shard is obtained from a method unorthodox to the series. (IE candle instead of a boss) If this is the case for a large chunk of the mobility shards, it might be more in one's interest to focus on exploration rather than slaying boss type enemies. Very interesting. (It would also be more of a Symphony of the Night, and less of a Circle of the Moon, were that to be the case. I surmise that a very happy CastleDan will be part of the end equation...) :] (...) I'd love abilities to be found due to exploration instead of killing a boss that is plain in sight. A mixture would be good though. I don't want the ability to be in an obvious location like it was in the demo. The harder to find the better. Let me feel like I've accomplished something to find it. Which brings me to my other hope, I hope the game doesn't have chests littered all over like the demo. They look out of place as is to me with how big they are, I don't want two chests in one room or to open chests left and right. I hope they're spaced out better and fit in with their surroundings more. Blah blah blah Dan with sotn again.... but I kinda preferred when they made holders for items in that game and the holders fit whatever environment they were in. Sometimes you slash an orb that liquid pours out of and an item is in it. Sometimes there's a rock structure holding the item... etc. it just felt better than big clunky chests being in the middle of the floor. So hopefully it's done in a more aesthetically pleasing way ( only one within a room ) End of Dan's nitpick ranting About abilities, as far as i can see, Igavania games kinda progressed interestingly over time. Bloodstained is using the same idea of Aria of Sorrow. When Aria of Sorrow system was made, IGA decided to get rid of relics and put everything at the game's magic, to make it more coehernt. Double Jump ability is obtained in a "Soul Holder", a pillar with a soul, with the soul of Malphas, a flying humanoid with long dark wings that exist on Symphony of the Night but doesn't exist on Aria of Sorrow. The game gives no explanation for the existance of those things, so, some fans kinda made up that the Soul Holder holds a soul from a enemy that wasn't materialized in the castle for some unknown reason. The Soul Holder I also have some nipticks sometimes, and it is related to the game's lore. Relics was always explained as being magical items that Dracula / Demons collected. The items from the candles, IGA explained that they are a kind of a "gift" from human souls trapped on those candles that Death usually collects (some fans added things like, including souls trapped in walls that give food and things like that). Some things are explained, some are half-explanined and such. I don't want everything having a explanation, of course, but, since Bloodstained is going to use the same concept, that they called "Candlesticks", i would like a bit of lore to it. Demons were summed by Gebel, that is a victmin of the Magi-curse, so, it makes sense that demon's powers can be crystalized, probably as a side-effect of the curse used to summon them. But what about the Candlesticks that holds Shards? The only thing i can think of, is that those shards were extracted from demons, or forged, by Gebel and he purposely let them around the Castle because he wants to unlock Miriam's full potential for some unknown reason (which makes me even think that maybe there is a higher enemy behind all and Gebel wants Miriam strong enough to fight it..). About chests and the Candlesticks placements, i'm pretty sure that is because it is a demo. IGA himself said it in one of the interviews i read, that they purposely put weapons all around to show them, so, they just spread out the chests to show off the different weapon types the game will hav. The Candlesticks have more or less the same reason. The first one, that gives Fire Cannon, he said, is just there to show to the players how Fire Cannon Shard envolved, graphically and gameplay-wise (you can see it is MUCH stronger than it was before). It is most probably that it is not going to exist in the final game, since you obain it at the Boat level. The Double Jump Skill Shard is there because IGA said they didn't want to overload the Demo with Bosses. That probably means that the Double Jump Skill Shard is either NOT going to be a candlestick and it is actually going to be the reward of a Boss OR it is going to be protected by a boss. IGA said that the usage of Shard Candlesticks will be kept in a minimum and that the majority of shards will be obtained from enemies, so... You can see that, at the E3 2017 Demo, Miriam starts at LV 15. That is not one of the starting areas. When we will reach there, we will already have things like Fire Cannon, other shards and other weapons and equipment, and most probably Double Jump. I think they added all that to compensate for that, instead of adding up all with Miriam at the start, inside the Menu, in order to stimulate the Demo players from picking them up and using them.
EDIT: I forgot to say that those videos CastleDan posted shows that the player really didn't got a lot of Shards easily like the other one. I think the other player just got lucky and the overall shard drop rate is not as high as i thought.
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fatihG
Devil Forgemaster
Fifty Storms
I am the morning sun, come to vanquish this horrible night!
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Post by fatihG on Jun 15, 2017 2:54:54 GMT -6
Heh... I was actually planning on giving the Lolita mod I was making an umbrella as a weapon as well. so much stuff i wanna do... so little time T_T Lolita mod? *gasp* *EXTRAORDINARY HYPED* Yup =] bloodstainedfanforums.com/post/43706
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