Leon
All-Seeing Eye of Truth
Ancient Legion
Bringer of (Un)Life
Posts: 478
inherit
All-Seeing Eye of Truth
207
0
1
Feb 19, 2017 15:25:00 GMT -6
296
Leon
Bringer of (Un)Life
478
Jun 27, 2015 23:24:13 GMT -6
June 2015
leon
|
Post by Leon on Jul 2, 2015 16:43:54 GMT -6
If you've read and remember Iga's interview with USGamer, he mentions at some point the desire to make something that makes you want to go back to the game even after you finish it. Not to redo the story but as something after or beside the story. He mentions random parameters on various days as an idea. What are your thoughts and ideas? For one, I think something can be totally done with the idea of a room as discussed in another thread. Imagine how wrecked your room could be with some days' worth of négligence! Cockroach (monster)-infested room, anyone? Anyway, discuss and expend your thoughts! Sorry in advance if there is a similar thread, I didn't check. PS: I need to quote this because I feel it to be so true in my case: " [...] That's one of the things console games don't do well. You start at one point, you finish at another, and you're done. While you're playing it, you have a lot of fun, but when it's over you're kind of sad, you wish there were more. That's why there's DLC and stuff, but still you're going to play that and eventually that's going to be done."
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 2, 2015 16:52:04 GMT -6
Here's my worry honestly. I feel like they put so much focus on extra modes that the main game will suffer. All i honestly care about is a fantastic single player story. I want the environments to be incredible, i want tons of secrets, tons of easter eggs, i want a lot of cool things to find and do. Tons of enemies bosses. many unique weapons...visual changing equipment ( like capes or maybe shields)...etc.
I feel all this focus on extra modes hinders the work they could do on the main game. For instance....
Lets say it costs a lot of money for transformations or visual changes when equipping items. Maybe if they didn't have so many modes they could implement them into the main game but because they have so much focus to spread over so many things i feel like the main game takes a hit.
This is just a real concern for me. Maybe they did do all those things in the main game, maybe they manage to do ALL OF THIS without anything being effected but that just seems mind blowing and hard for me to wrap my head around.
someone ease my worries.
|
|
inherit
208
0
1
Apr 23, 2022 13:01:48 GMT -6
124
jboogieg
172
Jun 28, 2015 0:21:17 GMT -6
June 2015
jboogieg
|
Post by jboogieg on Jul 3, 2015 0:45:42 GMT -6
Have you read some of the latest articles Igarashi did? Might be a good idea to do so. Especially this one. gamasutra.com/view/news/247111/Koji_Igarashi_on_the_power_and_responsibility_of_being_Kickstarterfunded.phpNow, here's the problem I have with your reasoning: You're kind of coming about it from the same position I saw people arguing against adding a Wii U and Vita version. You're assuming that when they say it can be done that automatically it means they're taking away from the main game. And the rub is: You just don't know that. Is it possible? Sure. But that doesn't mean it's definite. So fretting about it too hard isn't healthy. And another thing: You say you want a fantastic single player story. But then say you also want a lot of fluff. And fluff's not a bad thing! But what you're wishing and what they're doing might be completely separate. Don't start imagining and dwelling on your perfect version of Bloodstained before there's even concrete details. And finally: If those modes weren't put up as stretch goals amongst other things would it have made as much money as it did?
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jul 3, 2015 1:00:03 GMT -6
Have you read some of the latest articles Igarashi did? Might be a good idea to do so. Especially this one. gamasutra.com/view/news/247111/Koji_Igarashi_on_the_power_and_responsibility_of_being_Kickstarterfunded.phpNow, here's the problem I have with your reasoning: You're kind of coming about it from the same position I saw people arguing against adding a Wii U and Vita version. You're assuming that when they say it can be done that automatically it means they're taking away from the main game. And the rub is: You just don't know that. Is it possible? Sure. But that doesn't mean it's definite. So fretting about it too hard isn't healthy. And another thing: You say you want a fantastic single player story. But then say you also want a lot of fluff. And fluff's not a bad thing! But what you're wishing and what they're doing might be completely separate. Don't start imagining and dwelling on your perfect version of Bloodstained before there's even concrete details. And finally: If those modes weren't put up as stretch goals amongst other things would it have made as much money as it did? I made it clear that I am probably thinking too into it. It's just a concern of mine because it honestly is a lot of modes. I want the main campaign to get majority focus and I feel so many modes takes some focus away. The fluff imo is features that help make the main game herree. Thinks they could focus on cuz even iga said most fans just look for a good single player experience. Either way it's merely a xoncern. The game seems to be in the right hands so I'm excited
|
|
ChucklesTheJester
Ancient Legion
[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
Posts: 430
inherit
163
0
Jun 19, 2018 7:39:07 GMT -6
327
ChucklesTheJester
[TI0] How many nuns would a nunchuck chuck if a nunchuck could chuck nuns?
430
Jun 15, 2015 4:38:11 GMT -6
June 2015
chucklesthejester
|
Post by ChucklesTheJester on Jul 3, 2015 1:53:08 GMT -6
I think I can do that about the ports at least: A completely different development team is making the Wii U and Vita port parallel with the main development team working on the game. It's IMPOSSIBLE for them to lose anything out because of making it, because someone else is making it entirely.
Also, Iga is a professional and is used to working in a hands-off approach with his creative team. Ben Judd is a professional and handled the Kickstarter campaign like a pro. Inti Creates are all professionals that I believe hadn't made a bad game yet, much like Platinum (Korra was OK).
|
|
Elfina Ashfield
The Surreal Stargazer
Ancient Legion
[TI0]Unarchived Nova
Posts: 336
inherit
The Surreal Stargazer
209
0
Jul 13, 2019 12:31:29 GMT -6
319
Elfina Ashfield
[TI0]Unarchived Nova
336
Jun 29, 2015 4:14:08 GMT -6
June 2015
elmirador
|
Post by Elfina Ashfield on Jul 3, 2015 6:00:55 GMT -6
Those generated dungeons can hold pretty much of the replaying value IMO. But TBH, a good game really lives on. People replay SotN like thousands of times, and they keep trying to dig things out of it. A conclusion in storyline doesn't mean the whole game is over.
|
|
inherit
68
0
Mar 22, 2017 3:24:42 GMT -6
61
Ravenspear
185
Jun 11, 2015 19:07:14 GMT -6
June 2015
ravenspear
|
Post by Ravenspear on Jul 3, 2015 13:06:39 GMT -6
For what would make a good ROGUELIKE part of the game, it's a little tricky.
IMO; Morality choices, lots of bosses, not a lot of characters but a storyline with some endings and unlockables, as well as some progression saved when replaying over and over again (Binding of Isaac did it good, but we can't expect such a well working system of upgrades)
What could work: expanding on the Miriam's Dream World (I mean wth, she's been frozen for 10 years). The fact that we often forget dreams over and over could separate the main storyline from the roguelike part and I like how Miriam could end up seeing herself as an evil being (or a pure one) (with morality choices) without being linked to the main storyline. It's also a choice weither to use her crystal power or not (I'm guessing).
|
|
inherit
22
0
Aug 10, 2019 9:52:39 GMT -6
308
ghaleon
611
May 29, 2015 8:48:14 GMT -6
May 2015
ghaleon
|
Post by ghaleon on Jul 3, 2015 15:05:10 GMT -6
I'm really looking forward to the roguelike mode, and yeah, I also can't help but wonder what it will look like. It's still quite vague, and the nature and quality of it is still up in the air.
However I've seen many many people express that they think the 'secret' as to what makes castlevania good is tons of fluff and easter eggs. Frankly I find this ridiculous. so some boots made you 1 pixel taller... WTF is that so good? Does anyone ever wear those and enjoy the game more because of it? No, it's like "oh, it makes you 1 pixel taller? cool story bro", and proceed to use whatever they were using before. I liked the little touches that would add atmosphere, because atmosphere is a tangeble thing that you can see and appreciate. Like the confession booth in the chapel. But useless boots that nobody uses or even notices their function?
I think the staff will be experienced enough to know that these things don't make a castlevania game good, so I'm not really worried that dozens of people expressing what I think to be a frankly outlandish opinion as to what makes it good will somehow make them ruin the game or anything, but whatever. Now the too many game modes might sacrifice some of the quality of the base game mode opinion, that's possible. But I kinda doubt it. Boss rush mode is easy to impliment, and it is something that many CV games have anyway. Roguelike mode is indeed fairly odd and new, but assuming it is of decent quality, it will make the game's play length skyrocket. Not to mention artists and designers don't really have to waste time designing randomized content =P. It'll be more of a scripter/programmer thing, which people dislike to be lacking, but at least that's something that is often fixed after released. Lack of art quality and design and such often are set in stone after release.
Boss revenge mode. Frankly I think that sounds more like a gimmick than an actual mode myself. I think it'll be fun to experiment with once or twice but then lose appeal, I could be wrong t hough. Async multiplayer coop thing...another thing that's not really specific, we can't say what it will be, but again, I can't imagine it will demand the time and efforts of the art/music/level design staff.
Did I forget any other modes? ",
|
|
inherit
20
0
Jun 6, 2020 11:05:56 GMT -6
84
iggyg85
191
May 28, 2015 19:30:12 GMT -6
May 2015
iggyg85
|
Post by iggyg85 on Jul 3, 2015 16:09:25 GMT -6
Personally I can't wait for boss rush mode. Not saying it's not an experimental gimmick though. What I think would set that apart though would be:
•only play as bosses you've beaten •certain bosses only unlocked from certain modes •support patch updates (free or paid if it's that good) that add new bosses on the randomized rogue like levels. After finding them you get to play as them. •touch on previous note, special holiday/event bosses (this can also include crossovers with other indie titles kind of like the Shovel knight armor) •unlock hero bosses that you beat on boss revenge •maybe if there's a Legion type boss, his level can be special, where it's based on his core going around to put his pieces back together, and in turn re spawning him in the main game to fight again for loot drops.
Mind you, these aren't confirmed features just hopes and ideas. This will keep you going back to unlock everything from every mode, while not necessarily having to grind (some you may have to). At least if you're a completion it's like me!
|
|
McDerp
Ancient Legion
[TI0]Thinking three steps behind.
Posts: 199
inherit
63
0
Feb 27, 2017 5:24:51 GMT -6
53
McDerp
[TI0]Thinking three steps behind.
199
Jun 11, 2015 17:48:48 GMT -6
June 2015
mcderp
|
Post by McDerp on Jul 3, 2015 16:15:01 GMT -6
Distinctly different playstyles and techniques, special challenges (like Punch-out Wii, wherein you defeat opponents within time limits or letting them knock you out) which could unlock some bonuses like codes, changeable difficulties ... Boss Revenge mode can have as much going for it as the others.
|
|
Leon
All-Seeing Eye of Truth
Ancient Legion
Bringer of (Un)Life
Posts: 478
inherit
All-Seeing Eye of Truth
207
0
1
Feb 19, 2017 15:25:00 GMT -6
296
Leon
Bringer of (Un)Life
478
Jun 27, 2015 23:24:13 GMT -6
June 2015
leon
|
Post by Leon on Jul 3, 2015 16:20:44 GMT -6
I think iggyg85 's ideas are pretty interesting, that would be rather fun and challenging. What about things that aren't the modes that Iga already plans? To make you want to come back to the game everyday I mean.
|
|
inherit
20
0
Jun 6, 2020 11:05:56 GMT -6
84
iggyg85
191
May 28, 2015 19:30:12 GMT -6
May 2015
iggyg85
|
Post by iggyg85 on Jul 3, 2015 16:29:44 GMT -6
I think iggyg85 's ideas are pretty interesting, that would be rather fun and challenging. What about things that aren't the modes that Iga already plans? To make you want to come back to the game everyday I mean. Such as when he said he may incorporate certain days having better chances for certain things to happen?
|
|
Leon
All-Seeing Eye of Truth
Ancient Legion
Bringer of (Un)Life
Posts: 478
inherit
All-Seeing Eye of Truth
207
0
1
Feb 19, 2017 15:25:00 GMT -6
296
Leon
Bringer of (Un)Life
478
Jun 27, 2015 23:24:13 GMT -6
June 2015
leon
|
Post by Leon on Jul 3, 2015 16:34:24 GMT -6
Yes, such as that. I wonder what else he could do? I'm interested in hearing ideas on that subject because I can't think of much.
|
|
inherit
22
0
Aug 10, 2019 9:52:39 GMT -6
308
ghaleon
611
May 29, 2015 8:48:14 GMT -6
May 2015
ghaleon
|
Post by ghaleon on Jul 3, 2015 19:26:29 GMT -6
Personally I can't wait for boss rush mode. Not saying it's not an experimental gimmick though. What I think would set that apart though would be: •only play as bosses you've beaten •certain bosses only unlocked from certain modes •support patch updates (free or paid if it's that good) that add new bosses on the randomized rogue like levels. After finding them you get to play as them. •touch on previous note, special holiday/event bosses (this can also include crossovers with other indie titles kind of like the Shovel knight armor) •unlock hero bosses that you beat on boss revenge •maybe if there's a Legion type boss, his level can be special, where it's based on his core going around to put his pieces back together, and in turn re spawning him in the main game to fight again for loot drops. Mind you, these aren't confirmed features just hopes and ideas. This will keep you going back to unlock everything from every mode, while not necessarily having to grind (some you may have to). At least if you're a completion it's like me! It never occured to me that you might be able to play as the bosses via boss revenge mode in the roguelike mode...that would actually be a really great addition to add replay value to an already high replay value mode (unless the roguelike mode just kinda stunk for whatever reason)
|
|
inherit
68
0
Mar 22, 2017 3:24:42 GMT -6
61
Ravenspear
185
Jun 11, 2015 19:07:14 GMT -6
June 2015
ravenspear
|
Post by Ravenspear on Jul 3, 2015 19:36:25 GMT -6
Actually, what they have promised is 5 different "games"
-A 2d prequel
-An online fighter (pretty basic)
-A local multiplayer story mode (+classic, speedrun, boss rush)
-Boss Revenge (reusing the castle?)
-Roguelike dungeon mode
|
|
inherit
20
0
Jun 6, 2020 11:05:56 GMT -6
84
iggyg85
191
May 28, 2015 19:30:12 GMT -6
May 2015
iggyg85
|
Post by iggyg85 on Jul 3, 2015 20:11:45 GMT -6
Personally I can't wait for boss rush mode. Not saying it's not an experimental gimmick though. What I think would set that apart though would be: •only play as bosses you've beaten •certain bosses only unlocked from certain modes •support patch updates (free or paid if it's that good) that add new bosses on the randomized rogue like levels. After finding them you get to play as them. •touch on previous note, special holiday/event bosses (this can also include crossovers with other indie titles kind of like the Shovel knight armor) •unlock hero bosses that you beat on boss revenge •maybe if there's a Legion type boss, his level can be special, where it's based on his core going around to put his pieces back together, and in turn re spawning him in the main game to fight again for loot drops. Mind you, these aren't confirmed features just hopes and ideas. This will keep you going back to unlock everything from every mode, while not necessarily having to grind (some you may have to). At least if you're a completion it's like me! It never occured to me that you might be able to play as the bosses via boss revenge mode in the roguelike mode...that would actually be a really great addition to add replay value to an already high replay value mode (unless the roguelike mode just kinda stunk for whatever reason) Not exactly what I meant, but that works too! I meant that there may be bosses that are specifically in other modes only that must be beaten in order to use in Revenge mode. Granted procedurally generated levels could have an added flair mixed with boss revenge. Only time will tell though, until then I'm trying (unsuccessfully) to keep from having unrealistically high expectations...albeit with high hopes and great trust in the team to make a new memorable game that will stand the tests of time!
|
|
inherit
66
0
Oct 26, 2015 9:14:24 GMT -6
21
goldstorm07
42
Jun 11, 2015 18:57:36 GMT -6
June 2015
goldstorm07
|
Post by goldstorm07 on Jul 29, 2015 9:38:19 GMT -6
If you can use all three characters in the bonus modes like the random dungeon, the game will have immortal replay value.
|
|
Rigel
Skull Knight
Loyal Familiar
Posts: 227
inherit
Skull Knight
88
0
Oct 7, 2017 9:30:22 GMT -6
111
Rigel
227
Jun 12, 2015 21:27:40 GMT -6
June 2015
rigel
|
Post by Rigel on Jul 29, 2015 12:34:43 GMT -6
I think the dungeon mode will give plenty of replayability, theres also the classic mode and the Boss revenge mode, so Im not worried.
|
|
inherit
102
0
Jun 10, 2020 7:06:33 GMT -6
24
alexcalvo
29
Jun 12, 2015 22:45:53 GMT -6
June 2015
alexcalvo
|
Post by alexcalvo on Jul 29, 2015 20:15:45 GMT -6
If you can use all three characters in the bonus modes like the random dungeon, the game will have immortal replay value. This. I don't see how the discussion of replayability can come up with anyone criticizing extra modes. Unlockable bonus characters, higher difficulties, boss rush mode... these were some of the best aspects of Iga's past games. And while I love SoTN and can go back to it every couple years, I am done with it in about a week. Now I don't have a DS currently, but I remember spending months on the DS Castlevania games. Add onto that classic mode, boss revenge mode, roguelike dungeon, and a mini game prequel? Given that they waited until they had the full single player more then funded to add in most of these things I am really not worried at all. In fact I am incredibly excited. You have to evolve the formula somehow, and little gameplay mechanic shake ups won;t cut it anymore. The style can only be so tweaked, but these extra modes give us essentially extra games, not to mention how they could be built on into the main gameplay of Bloodstained 2, or whatever else Iga has planned next.
|
|
Canopus
Loyal Familiar
"The rewards of friendship are far richer than the spoils of war."
Posts: 137
inherit
407
0
Aug 14, 2020 1:30:39 GMT -6
125
Canopus
"The rewards of friendship are far richer than the spoils of war."
137
Jul 16, 2015 20:10:58 GMT -6
July 2015
kaitoudark
|
Post by Canopus on Jul 30, 2015 9:41:31 GMT -6
With the addition of the extra modes (especially the Rogue dungeon mode) this game will never technically "end", per se. I feel that adding extra events to the days of the week would be... unnecessary, unless gauged by the internal clock. The last internal clock I recall being used in a Castlevania 2D title, was in Castlevania: Harmony of Despair. It operated on real time, at a 1/1 ratio. To be honest, while it was a cool idea... it was difficult to be on at the required hours of the day to get the effects of the stat boosting rings and necklaces.
Adding days of the week with locked down events would make this even more difficult, as most people are not likely to be able to dedicate a lot of time to gaming, with professions and other life matters. Now, if it follows an internal clock similar to Castlevania: Legacy of Darkness... I can see that working out very, very nicely indeed. Time would flow at a reasonable pace that makes it "feel" like a long time has passed, according to how characters and enemies move, the size of the castle, and such.
Either way, we have plenty of replay value as it stands, with the default modes. Maybe add a post-game content story though, if the team sees fit? Alternate routes in New game plus, is one way to do this...
|
|