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Post by estebant on Jun 18, 2017 16:02:42 GMT -6
The sword comparison was terrible. The Alucard Sword is late game so it makes sense that it would be faster. The extra seconds in the air is something I would believe but sadly he provided no proof that Alucard didn't have them as well. Even the short sword you get from the first enemy in the game after getting your stuff taken away has a lot less frames than Miriam's attacks. (Notably while also using a short sword.) As for the extra frames in the air regarding Alucard, I can at least say with experience that while he does have a slow decent, he doesn't hang horizontally in the air as long as Miriam does. Sure, he didn't provide a gif of it, but honestly nothing else stated in the article suggested he'd just make things up. Even if he was wrong about the sword, that'd be ill-informed at best, nothing to imply malicious fabrication like straight up lying about Alucard's frames would be. Edit: Just captured some game footage. Will be back shortly to prove it.
Edit 2: He's right. I put it in Camtasia 9 and studied it frame by frame. Even at Alucard's full jump (holding X the entire time), he only hangs in the air for two frames at the apex of his jump before beginning to descend again.
As for his double jump:
Also two frames.
Edit 3: Darn it, I should have taken the time to do the same with the short sword. Setting up my capture card for PS3 is a huge pain in the butt so I'm not going to do that right now. I might do it later if you still don't take my word for it.
I never suggested that he was doing it maliciously. I'm sorry if that's how it came across. I stand corrected about the jump. Proof is proof. I'm still not convinced about the sword though. We have no idea how fast short swords will get the more you progress in the final game. It only makes sense to me that the swords you would get first wouldn't be as good. Also the rapiers are a good alternative if you want a quicker attack but don't want to sacrifice range.
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Post by lovelydumpling on Jun 18, 2017 16:06:33 GMT -6
I'll be back later today comparing SotN's Short Sword to Miriam's Short Sword. And there's nothing concrete to imply that Bloodstained's swords will speed up significantly later in the game. That's just speculation and doesn't take in information we actually have for the game. The animation we have now for this starting sword is sluggish.
I didn't think you were trying to claim he was doing so maliciously, but I think making up information couldn't really be anything else but.
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Post by estebant on Jun 18, 2017 16:14:31 GMT -6
I'll be back later today comparing SotN's Short Sword to Miriam's Short Sword. And there's nothing concrete to imply that Bloodstained's swords will speed up significantly later in the game. That's just speculation and doesn't take in information we actually have for the game. The animation we have now for this starting sword is sluggish. The Crissaegrim was faster than the Alucard Sword. So we do have something concrete from his past work that suggests weapons will get faster. Also I'm pretty sure the Alucard Sword is faster than the short sword. At least that's what the Castlevania wiki says. The short swords have a history of being the most balanced weapons in Igas games. You're not taking any other Castlevanias into account other than Symphony of the Night. Dawn of Sorrow had a slower Short Sword like Miriam's. If you want faster attack you have other weapon classes that are faster. If you want more range you have options for that as well. Options is the whole point of having multiple weapons as at all. TLDR: Weapons will get faster. There are faster weapons in different classes.
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Post by Enkeria on Jun 18, 2017 16:19:23 GMT -6
The sword comparison was terrible. The Alucard Sword is late game so it makes sense that it would be faster. Yeah, different weapons have different attackspeed, Alucard have, at the beginning the high-tier weapon, Miriam does not. While the stance doesn't affect my opinon at all, more than realize that this girl do not wanna be in this situation, but have to because she is cursed, and that stance works for me. I want the long shard animation once in a while if this ever get changed, so in any case, I do not really care by this. The long seconds between things are something they could perhaps work on after some video footage. The floaty feel of her jumping could be fixed actually. If the developers want that to happen.
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Post by Enkeria on Jun 18, 2017 16:26:17 GMT -6
I'll be back later today comparing SotN's Short Sword to Miriam's Short Sword. And there's nothing concrete to imply that Bloodstained's swords will speed up significantly later in the game. That's just speculation and doesn't take in information we actually have for the game. The animation we have now for this starting sword is sluggish. I didn't think you were trying to claim he was doing so maliciously, but I think making up information couldn't really be anything else but. You can do like the WHOLE spectrum of comparisons once you have Bloodstained demo. Walk the walk, jump the jump, dash the dash and slash the slash. Do not put too much effort into it other than what you feel it deserves. Thanks for the gif animations, much appreciated!
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Post by lovelydumpling on Jun 18, 2017 16:28:44 GMT -6
I'll be back later today comparing SotN's Short Sword to Miriam's Short Sword. And there's nothing concrete to imply that Bloodstained's swords will speed up significantly later in the game. That's just speculation and doesn't take in information we actually have for the game. The animation we have now for this starting sword is sluggish. The Crissaegrim was faster than the Alucard Sword. So we do have something concrete from his past work that suggests weapons will get faster. Also I'm pretty sure the Alucard Sword is faster than the short sword. At least that's what the Castlevania wiki says. The short swords have a history of being the most balanced weapons in Igas games. You're not taking any other Castlevanias into account other than Symphony of the Night. If you want faster attack you have other weapon classes that are faster. If you want more range you have options for that as well. Options is the whole point of having multiple weapons as at all. But that was the entire point of the Crissaegrim. It didn't function like any other sword in the game. The speed was its gimmick. It was the exception, not the rule. I'm referencing Symphony of the Night because it's the most popular game in the series and typically the example people go to for tight responsive controls. That and because time and time again that's who everyone else compares Miriam to, saying that Miriam is designed to emulate Alucard's animation speeds and "that's why it feels sluggish." And yet it can be pointed out that no, Alucard wasn't as sluggish as Miriam is. I don't really think Soma or Johnathan were either, albeit a bit slower than Alucard, but I sadly don't have an easy way to record/prove that right now. I've never played Order of Ecclesia, but only one example out of four to match Miriam wouldn't do her much justice anyway.
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Post by estebant on Jun 18, 2017 16:39:06 GMT -6
The Crissaegrim was faster than the Alucard Sword. So we do have something concrete from his past work that suggests weapons will get faster. Also I'm pretty sure the Alucard Sword is faster than the short sword. At least that's what the Castlevania wiki says. The short swords have a history of being the most balanced weapons in Igas games. You're not taking any other Castlevanias into account other than Symphony of the Night. If you want faster attack you have other weapon classes that are faster. If you want more range you have options for that as well. Options is the whole point of having multiple weapons as at all. But that was the entire point of the Crissaegrim. It didn't function like any other sword in the game. The speed was its gimmick. It was the exception, not the rule. I'm referencing Symphony of the Night because it's the most popular game in the series and typically the example people go to for tight responsive controls. That and because time and time again that's who everyone else compares Miriam to, saying that Miriam is designed to emulate Alucard's animation speeds and "that's why it feels sluggish." And yet it can be pointed out that no, Alucard wasn't as sluggish as Miriam is. I don't really think Soma or Johnathan were either, albeit a bit slower than Alucard, but I sadly don't have an easy way to record/prove that right now. I've never played Order of Ecclesia, but only one example out of four to match Miriam wouldn't do her much justice anyway. The Vorpal Blade was faster too. So weapons do get faster. But I'm tired of this conversation. I agree the jump needs more work, But the slow sword is intentional. There are games after Symphony and other weapon categories that prove it. I'm 100% sure the developers are taking more than speed into account when balancing weapons. (Recovery speed, range, attack, ability to walk while using the weapon, elemental damage, damage type like slash or blunt, special attacks, amount of hits per swing, single or double handed) So I wouldn't worry about it just yet.
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Post by lovelydumpling on Jun 18, 2017 17:35:35 GMT -6
Alright. I'll bite. I took the time to dust off my Wii U and record Soma and Johnathan as well. Before making the comparison, I want to point out that you might be right. While Soma and Johnathan's animations are still faster than Miriam's, they can't move until they move their hand back, while Alucard and Miriam can cancel the animation once the blade is fully extended. This might balance Miriam's slow animation with Soma and Johnathan's total animation lock. Keep in mind, they're not using rapiers. They're not using end game weapons. They're not using gimmicky speed weapons. They're all using the same thing: your basic Short Sword that you get soon after starting the game. Result: You are absolutely correct.Miriam's animation is the longest if you count for its recovery, but since, like Alucard's, you can ignore the recovery and move once the blade is fully extended, it turns out to only be a frame longer than Alucard's and actually three frames faster than other Igavanias. So when watching the game, Miriam looks like she has sluggish attacks. But in practice, when actually playing as Miriam, she only has a single frame difference with Alucard— certainly not one to worry about. I concede the sword point to you.
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Post by estebant on Jun 18, 2017 17:40:59 GMT -6
Alright. I'll bite. I took the time to dust off my Wii U and record Soma and Johnathan as well. Before making the comparison, I want to point out that you might be right. While Soma and Johnathan's animations are still faster than Miriam's, they can't move until they move their hand back, while Alucard and Miriam can cancel the animation once the blade is fully extended. This might balance Miriam's slow animation with Soma and Johnathan's total animation lock. Keep in mind, they're not using rapiers. They're not using end game weapons. They're not using gimmicky speed weapons. They're all using the same thing: your basic Short Sword that you get soon after starting the game. Result: You are absolutely correct.Miriam's animation is the longest if you count for its recovery, but since, like Alucard's, you can ignore the recovery and move once the blade is fully extended, it turns out to only be a frame longer than Alucard's and actually three frames faster than other Igavanias. So when watching the game, Miriam looks like she has sluggish attacks. But in practice, when actually playing as Miriam, she only has a single frame difference with Alucard— certainly not one to worry about. I concede the sword point to you. I love that you took the time to do this. Might save for later. Now let's hope the jump and pose get fixed.
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Post by Enkeria on Jun 18, 2017 17:42:35 GMT -6
Alright. I'll bite. I took the time to dust off my Wii U and record Soma and Johnathan as well. Before making the comparison, I want to point out that you might be right. While Soma and Johnathan's animations are still faster than Miriam's, they can't move until they move their hand back, while Alucard and Miriam can cancel the animation once the blade is fully extended. This might balance Miriam's slow animation with Soma and Johnathan's total animation lock. Keep in mind, they're not using rapiers. They're not using end game weapons. They're not using gimmicky speed weapons. They're all using the same thing: your basic Short Sword that you get soon after starting the game. Result: You are absolutely correct.Miriam's animation is the longest if you count for its recovery, but since, like Alucard's, you can ignore the recovery and move once the blade is fully extended, it turns out to only be a frame longer than Alucard's and actually three frames faster than other Igavanias. So when watching the game, Miriam looks like she has sluggish attacks. But in practice, when actually playing as Miriam, she only has a single frame difference with Alucard— certainly not one to worry about. I concede the sword point to you. I think this post will become very important in the future for talking about weaponspeed, animation and alike. Do yourself a favor right now and save the address somewhere I know I would, but I wont.. Because I feel you have fully control over this. Cool post and a nice surprise knowing Miriam is a bit faster.
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Post by CastleDan on Jun 18, 2017 20:31:59 GMT -6
I loved the breakable walls in the demo but I hope it leads to a lot of secret paths, and not just a small whole with an item in it. ( I'm sure this won't be a problem in the whole game)
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Post by Pure Miriam on Jun 19, 2017 1:33:32 GMT -6
About the whole discussion speed and that guy's tumblr comparision. I must remind everyone of this video:
by the way, i really liked that tumblr. I would like to know what games he helped develop, but it is great to see the vision of someone inside the whole game convo.
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Post by lovelydumpling on Jun 19, 2017 2:02:04 GMT -6
About the whole discussion speed and that guy's tumblr comparision. I must remind everyone of this video: I've shown the guy that video as well (sent him a message after figuring out the similar attack speeds.) To be fair though, that video emphasizes more movement speed than animation speed though. Also, something he mentioned to me that he didn't in the article was the awkward turning animation in both games. It's really slow and clunky and something he pointed out that I didn't even realize until he mentioned it was that most people just jump when turning to cancel/skip the turning animation. I did that all the time and I never even realized I was doing that. It's kind of not very good even in SotN. Also if you look closely enough, you can still see the issues with jumping differences between the two games (more noticeably in slowmo.) And the slashes are even more sluggish there than they are in the 2017 demo in comparison to Alucard.
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Post by spideryfingers on Jun 19, 2017 3:48:25 GMT -6
Just out of curiosity, how would you guys compare Bloodstained (at this current stage) to Castlevania: Mirror of Fate in terms of animation and graphics?
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Post by Val Enix on Jun 19, 2017 5:31:33 GMT -6
I suppose it all started back in January of 2016 when backers were given the opportunity to vote on the shader designs for Miriam. We were given the option of a complete 3D design which gave Miriam a more textured and realistic approach, then we were given a much more colorful, yet much more unrealistic cell-shaded version of Miriam complete with thick and heavy outlining. I was concerned for two reasons: First of all, I was concerned that if the cell-shaded Miriam was chosen that it would actually degrade the visual integrity of the game overall; it would be a gothic setting with 3D monsters and backgrounds, shadowed atmospheres, and a big, thickly outlined cartoon character sticking out from all of it like a sore thumb. Second of all, regardless of how I felt about it, from a business standpoint, it didn't seem wise to not trust the game developers to make their own decisions; by putting the fate of the game's aesthetic in the hands of the fans, they essentially insured that if there was any substantial divide, even if it was, say, 70% to 30%, that would mean that 30% of all the backers would ultimately be disappointed in the design choice. As fate would have it, the cell-shaded Miriam won. I tried very hard to be optimistic about it regardless, but every single game clip I have seen thus far, up to and including the most recent E3 trailer, has confirmed my fears; Miriam and the other monsters stick out like a sore thumb because of their design choice, which does, in fact, deteriorate the visual integrity of the game. They look like the sprites in Smash Bros. for the 3DS. Next is the "improvements" that the developers made on the background. Yeah, from a technical standpoint, the backgrounds look a lot more realistic. However, they also happen to make the rooms look a lot more empty and make Miriam's unrealistic design stick out even more than in previous clips of the game. ...And is it too much to ask that if Miriam's unnecessary and illogical scarf can be animated to flap around with her movements that they could at least give a little bounce to her hair? I'm pretty sure they didn't have Aquanet in the era that this game is supposed to be taking place in. I know that a lot of hard work has been pouring into the production of this game, especially considering that the initial release date of March 2017 has been pushed to some time in 2018, but I can't help but feel like there are too many conflicting creative minds going into this project. As it stands, it feels like this game is a bit of a Frankenstein's Monster. I would have loved a full cell shaded background too but the way it's developing it's not too bad. I was disappointed a bit at first but what can you do, it's impossible to have each backer satisfied, that's what happens when you crowdfund a game and you have to deal with other people's tastes. Luckly gameplay to me matters the most, I'll be happy if the game feels like a castlevania, more than happy if it turns out to be a good game overall
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Post by XombieMike on Jun 19, 2017 6:45:14 GMT -6
Just out of curiosity, how would you guys compare Bloodstained (at this current stage) to Castlevania: Mirror of Fate in terms of animation and graphics? MoF was made for the 3ds then upscaled for HD. It's hard to compare two different generations of game graphics. MoF looked great to me, but Bloodstained has far greater graphics in every way. As a 2.5D game, MoF played well. Too bad the plot and characters were terrible. Even with a AAA budget and team, it isn't fair to compare the graphics of MoF to Bloodstained.
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Post by CastleDan on Jun 19, 2017 8:01:09 GMT -6
About the whole discussion speed and that guy's tumblr comparision. I must remind everyone of this video: I've shown the guy that video as well (sent him a message after figuring out the similar attack speeds.) To be fair though, that video emphasizes more movement speed than animation speed though. Also, something he mentioned to me that he didn't in the article was the awkward turning animation in both games. It's really slow and clunky and something he pointed out that I didn't even realize until he mentioned it was that most people just jump when turning to cancel/skip the turning animation. I did that all the time and I never even realized I was doing that. It's kind of not very good even in SotN. Also if you look closely enough, you can still see the issues with jumping differences between the two games (more noticeably in slowmo.) And the slashes are even more sluggish there than they are in the 2017 demo in comparison to Alucard. Lol, all this awkward movements, slow speeds, floaty jumping is making my heart sad. I'll forever be alone on my island where all of that is awesome.
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Post by freddythemonkey on Jun 19, 2017 9:46:33 GMT -6
CastleDan: I'm with you. Pad in hand, the last demo felt perfect to me, and honestly even now even if I KINDA understand where the critiques are aimed, I honestly can't see the slowness, the floatiness, the awkward animations... I'm used to that style. I felt at home. And honestly (PERSONAL OPINION) it is not something that "didn't need to be like the old games, those games are old". Clunky NES vanias' controls are a thing of the past that needed a restyle. Heck, even Circle of the Moon's controls felt really clunky. But SOTN and every game post CotM was always killer in terms of controls to me. The formula isn't old, it aged extraordinarily well, and every single IGAvania (plus CotM) holds its own against every other game of the style that has come after. And don't get me wrong, we've had our share of INCREDIBLE metroidvanias during the years, but if I were obliged to choose? I'd pick Order of Ecclesia over any of them. Of course, this is all my personal opinion and I reiterate that I kinda see the point of those wanting an improvement, but I just feel this way. I also don't want to come off as an incredibly biased fanboy that will deem everything IGA throws his way perfect. I have critiques regarding the visuals of the game, mostly, and I hope they improve (and I'm confident they will with time. There is still a lot of time after all), but the game feel, to me, is on point. There is the foundation for a good IGAvania. They will need time, hard work and attention to detail to make this an AWESOME IGAvania, but even now this looks good and promising in my opinion. At worst, I think it will be a transition title that is excusable whenever you work in a completely new context, like Harmony of Dissonance, (to an extent) Dawn of Sorrow and Lament of Innocence were, and they were good games. Even that would be fine by me. End rant, you guys are great
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Post by CastleDan on Jun 19, 2017 10:25:13 GMT -6
CastleDan : I'm with you. Pad in hand, the last demo felt perfect to me, and honestly even now even if I KINDA understand where the critiques are aimed, I honestly can't see the slowness, the floatiness, the awkward animations... I'm used to that style. I felt at home. And honestly (PERSONAL OPINION) it is not something that "didn't need to be like the old games, those games are old". Clunky NES vanias' controls are a thing of the past that needed a restyle. Heck, even Circle of the Moon's controls felt really clunky. But SOTN and every game post CotM was always killer in terms of controls to me. The formula isn't old, it aged extraordinarily well, and every single IGAvania (plus CotM) holds its own against every other game of the style that has come after. And don't get me wrong, we've had our share of INCREDIBLE metroidvanias during the years, but if I were obliged to choose? I'd pick Order of Ecclesia over any of them. Of course, this is all my personal opinion and I reiterate that I kinda see the point of those wanting an improvement, but I just feel this way. I also don't want to come off as an incredibly biased fanboy that will deem everything IGA throws his way perfect. I have critiques regarding the visuals of the game, mostly, and I hope they improve (and I'm confident they will with time. There is still a lot of time after all), but the game feel, to me, is on point. There is the foundation for a good IGAvania. They will need time, hard work and attention to detail to make this an AWESOME IGAvania, but even now this looks good and promising in my opinion. At worst, I think it will be a transition title that is excusable whenever you work in a completely new context, like Harmony of Dissonance, (to an extent) Dawn of Sorrow and Lament of Innocence were, and they were good games. Even that would be fine by me. End rant, you guys are great Maybe it's the animation itself that are throwing people off? Maybe it LOOKS slower than it really is?
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Post by Busterific on Jun 19, 2017 10:45:24 GMT -6
CastleDan : I'm with you. Pad in hand, the last demo felt perfect to me, and honestly even now even if I KINDA understand where the critiques are aimed, I honestly can't see the slowness, the floatiness, the awkward animations... I'm used to that style. I felt at home. And honestly (PERSONAL OPINION) it is not something that "didn't need to be like the old games, those games are old". Clunky NES vanias' controls are a thing of the past that needed a restyle. Heck, even Circle of the Moon's controls felt really clunky. But SOTN and every game post CotM was always killer in terms of controls to me. The formula isn't old, it aged extraordinarily well, and every single IGAvania (plus CotM) holds its own against every other game of the style that has come after. And don't get me wrong, we've had our share of INCREDIBLE metroidvanias during the years, but if I were obliged to choose? I'd pick Order of Ecclesia over any of them. Of course, this is all my personal opinion and I reiterate that I kinda see the point of those wanting an improvement, but I just feel this way. I also don't want to come off as an incredibly biased fanboy that will deem everything IGA throws his way perfect. I have critiques regarding the visuals of the game, mostly, and I hope they improve (and I'm confident they will with time. There is still a lot of time after all), but the game feel, to me, is on point. There is the foundation for a good IGAvania. They will need time, hard work and attention to detail to make this an AWESOME IGAvania, but even now this looks good and promising in my opinion. At worst, I think it will be a transition title that is excusable whenever you work in a completely new context, like Harmony of Dissonance, (to an extent) Dawn of Sorrow and Lament of Innocence were, and they were good games. Even that would be fine by me. End rant, you guys are great Maybe it's the animation itself that are throwing people off? Maybe it LOOKS slower than it really is? I would hope so for the floaty part. If Miriams got extra hang time as some have mentioned, changing that seems like it would not be as strait forward as it sounds. I would think shortening the hang time would cause issues with the existing level designs as she'd likely no longer be able to jump to some platforms if you started changing her jump mechanics to make it less floaty by reducing hang time. I'm guessing other than possibly minor animation tweaks they will not be messing much with the overall mechanics much at this point.
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