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Post by Pure Miriam on Oct 3, 2017 3:12:02 GMT -6
Zangetsu. Possible extra playable character.
Dominique. Possible extra playable character. Since Symphony of the Night, all Igavania games had extra playable characters. How that works evolved with Igavania's formula itself. There are many elements that are, more or less, in all Igavania games regarding extra characters, but many changes were made overall. Such as: UNLOCKED BY FINISHING THE GAME: In all Igavania games, you can only play with extra playable characters after you finish the main game. LEVELING: extra characters can be leveled up somehow, but that changed among Igavanias. Richter in Symphony of the Night, for instance, didn't had levels, but picking up Health max Up 'secretly' increase his HP. His health bar didn't change, but it took "less punishment" when you are damaged. Julius in Aria of Sorrow had fixed HP and overall stats, but he gained Attack and Defense increases by beating bosses and picking up their orbs. Extra characters in Dawn of Sorrow and some other games had real levels. They started at LV 01 and gained exp, increasing their overall stats with the same cap as the main character. ALL SKILLS AVALIABLE FROM THE START: In all Igavania games, extra playable characters had all skills and powers avaliable from the beginning, and you could sequence break the whole game using that. The extra characters could fly (or infinite jump), traverse any areas and such. MAP MODIFICATIONS: In all Igavania games, the map with extra characters were a bit different. At Symphony of the Night, some areas couldn't be accessed. In most other games, that changed but the map had small modifications, such as broken barriers / walls that can only be broken at the main game by certain equipment or powers, added plataforms if the extra character can't traverse a specific area with it's abilities alone and such. NO MENU / ITEMS / EQUIPMENT / SHOP: In all Igavania games, extra playable characters doesn't have equipment, obtainable skills or items of any sort, with some exceptions. In Lament of Innocence, Joachim can obtain attack and defense upgrades (that only exist in his game) at certain critical areas where you would obtain elemental whips and such for Leon Belmont. All in all, items are completely removed or changed to useless things, such as hearts. Shop is also never avaliable. MINIMAL TO NO PLOT: In most Igavania games, extra playable characters has no plot. You just play from the beginning to the end and that's it. The only real exception to this rule is Portrait of Ruin, where The Sisters "kinda" has a plot and their game is a bit different (they don't fight against themselves as a boss, for instance) and their game ends before the main game due to plot reasons. But in general, extra characters has no plot.
Considering these common elements from past Igavania games and your own ideas, how do you think the extra playable characters could work? They could have menu, obtainable skills, leveling, plot? Also considering that all those things takes time and resources to be done, and that can take a toll at the main game. That's all folks!Also, check my other "how it was, how it should be" threads:
Shards and Magic System: How it was, how it should be Boss Rush Mode: How it was, how it should be
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Post by freddythemonkey on Oct 3, 2017 3:25:07 GMT -6
I honestly never bothered with extra characters for more than ten minutes in previous IGAvania, except the Sisters from PoR, for these reasons. To me, an extra character should have a remarkably different gameplay, different locations or rearranged locations AND his own story. What's the point otherwise. The one game that absolutely nails this is Shovel Knight. I'm not asking for that same magnitude, but I would be much happier with two shorter campaigns with the extra characters than playing through the game with similar gameplay, same areas and no plot or minimal plot.
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Post by kronfarfar on Oct 3, 2017 4:33:29 GMT -6
Thanks Pure Miriam for making this topic (I've been meaning to but never got around doing so)
I really hope that the extra characters can level up and can equip items in Bloodstained. In previous Igavania titles there was really no incentive to explore the castle as the extra characters since you couldn't find any items of value. You just dashed to the bosses as fast as you could.
I don't think the extra mode need new dialogue and fleshed out story but a new end boss (like in DoS) would be nice.
Ofcourse they should focus on Miriam mode but like I said at the very least give the extra characters an equip screen.
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Post by neff on Oct 3, 2017 7:16:21 GMT -6
I'd be surprised if dominique was a extra character, surprised, but not disappointed.
The extra character should have at least a little bit of chatter, In my opinion.
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Post by Yän on Oct 3, 2017 8:13:10 GMT -6
I also want leveling because it makes the combat more satisfying and rewarding. Or they should have some other reward system for combat like leveling up specific weapons or magical attack the more they are used etc. I don't want to feel like all my fighting is pointless which is the case if enemies don't drop anything and I can't level up through fighting.
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Post by Redogan on Oct 3, 2017 9:00:06 GMT -6
I like it when extra characters take paths that cross with the main character's path. Like if Miriam has already been to a certain area and destroyed a bridge, then extra playable characters might come across that area after the fact and have to find another way around.
Other than that, I like it when extra characters have different abilities and progress differently. For example, it would be weird if any character other than Miriam were to receive shards from the enemies that they stab into themselves--especially is said character does not have the magi-crystal curse.
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Post by krystal on Oct 3, 2017 9:06:40 GMT -6
When it comes down to it, and especially in the longterm, story doesn't matter. it's better for extra characters to not have a story focused version of the campaign. The point is the freedom to play as the extra characters players want, for fun, not for story. there could be a glossary or side option that may paint a general background description of each character, though it doesn't need to whip up some contrived backstory and social interactions and development for players to care about a character.
History in the industry has shown that story adds restrictions and limitations to fun and ways to play a game more than anything else. look at massively successful games like Playerunknown's Battlegrounds, different genre, however, it still brings up how most players care about gameplay, and play a game LONGER and more times the less story driven it is, since story just gets in the way
. Stories have an ending, but gameplay undisturbed by storytelling, have more open value and more freedoms. even Dark Souls games, the best ones are more open gameplay instead of linear story rails (which is why Dark Souls 1 and II are still superior to Dark Souls III.) and those games still thrive without so much focus on story nor character background. It's better for the player to interpret and conceive their own ideas of what kind of deeper story and history are within each character.
and games are better when stories are not force fed. they can sprinkle the lore and character depth in ways that don't involve cutscenes or even talking.
Stories have really harmed games from being better.
Look at SOTN/DXC SOTN, the extra characters can't even fight boss fights like Werewolf and Minotaur, Death, Dracula, Succubus, etc. because those type of boss fights are story event triggered and the way the game was designed. so what players are left with instead is an empty or inaccessible boss rooms, and less fights for the extra characters. so story does hurt and limit gameplay in lots of ways.
Also for leveling, it depends on the balancing. extra characters Richter (SOTN) and Maria (NITM/DXC SOTN), are balanced so well it's possible to beat every boss without needing level ups, items, nor equip upgrades, and there are still ways to restore HP. and no equip menu actually made the pacing of those extra characters more flowing, not cumbersome, and no stop and go pause between the action, their arsenal is basically fully available without needing to hop back and forth between menu and action.
Though yes Nocturne in the Moonlight is better than how SOTN and DXC SOTN did things without requiring beating the game and then a specific password to play as a specific extra character, NITM provided all extra playable characters selectable from the start (which is much better, and the select screen is gorgeous)
Star Fox 2 is another example of good extra characters, anyone is choosable from the start, no matter who's the protagonist of the plot and stuff, the game leaves it all up to the player which of the 6 characters is the lead character and their partner is in their playthrough.
Castlevania Harmony of Despair is another great example, letting players choose their character from the start. yea it wasn't a narrative focused game, but that actually made it much greater. You know the original Castlevania wasn't so obsessed with storytelling. it had an overall scenario and objective, but the rest is up to interpretation.
yes, Bloodstained has its protagonist and all, but really, it wouldn't hurt it to feature all extra playable characters from the start, it gives players more flexibility and gameplay freedom to play as the character(s) they prefer, especially if their favorite happens to be an extra character, and would make the game more appealing and marketable to wider demographics, while still featuring Miriam for those that want a little more story with their gameplay too.
while I didn't like how tacked on and gimmicky Sisters mode gameplay was in PoR (especially with that oversimplified touchscreen OP attack system and floating that made everything a breeze), I appreciated both Stella and Loretta being playable at all. They had their own version of the campaign with some light storytelling bits, though overall, extra characters can still have meaning and fun factor and replay value incentives without storytelling. Look at Rondo Richter and Maria, as well as Axe Armor, also extra characters in PoR, and they make the game better with more different playable characters variety to choose from.
I think Bloodstained may use the usual "beat the game once as Miriam before extra characters can be selectable". though whether extra characters level up and stuff, they'll make things balanced so the entire castle is beatable as any of the characters.
Also the developers have a lot on their plate with also bosses going to be playable in their own mode and area, so that's a lot of gameplay, balancing, and movesets to consider. I'm sure Bloodless will be one of the playable characters in at least Boss Revenge Mode. and storytelling and chatter really aren't necessary to make boss characters have meaning and stuff. IGAvanias really shine through the gameplay and players own interpretation of how the characters think and feel. Storytelling just slaps contrived wind bag stuff that most people would rather skip anyways. narrative really is filler compared to the gameplay and gameplay content aspects that makes the game worthwhile in the first place.
At this rate, in total, Bloodstained could amount to having over 6 playable characters (counting bosses), the fanbase shouldn't pressure them into making the mistake of adding story to the extra playables version of the gameplay/campaign.
the main campaign extra characters should be adaptable to Miriam's campaign playthrough, so they can explore and beat everything too.
and the playable boss characters should get their own epic campaign too, without dumbing down IGAvania fundamentals, and try to make Boss Revenge Mode feel more like the antagonists are the protagonists in their own campaign, instead of just a glorified boss rush or minigame.
if they could do both playable characters and a bit of story, without making sacrifices nor forcing things on rails, then it might be ok, but gameplay and character selection should come first. Every bit of storytelling takes up a lot of time, resources, requires cutting up the gameplay to make room for cinematics, extra voiceovers......... that stuff adds up. All that money and resources is better spent on making the characters have the full Bloodstained world accessible without any cuts to boss fights and stuff.
It's a very sensitive subject, there's lots of ways to screw things up, but it's better to stick with gameplay and openness instead of small talk.
just let players play as the extra playable characters they want to play as, make it so it's basically Miriam's campaign, except as a chosen extra playable character, with Miriam's story aspects not there, while preserving all the boss fights and stuff. As for item drops, well considering the extra characters have their own style, it would be too demanding to give each their own equipment pool. they should just have their set signature weapon(s) and moveset, and make it so they can beat all the Miriam campaign content, whether there's level ups or not (though extra characters might be levelable since I think PoR did have level ups for extra characters, so they can resort to that instead of having to deal with a massive equipment pool to sort out.).
and I'm sure the playable bosses in Boss Revenge mode will be effecient with their stats and movesets as well. Playable bosses are basically monster classes, so they especially don't need an equipment system (that would almost be like making a new game for each one if they resorted to equipment system for each one. anyways bosses/monsters don't fight like humans, they fight with more raw power and physical and magical nature), but I wouldn't mind if they also had a leveling system too. It would be interesting how large an area they have to explore and play in compared to the campaign's world. perhaps it could at least be somewhat feeling like an IGAvania, with villagers and guards for enemies and the hero boss locations spaced out more so the Boss Revenge Mode world is filled with bits of more exploration to it, maybe some platforming as well (Bloodless can jump). Of course Boss Revenge Mode is an extra mode, but it would be nice if it gets at least half as much IGAvania heart as the main campaign is receiving in world size, exploration size, progression and stuff. even if Boss Revenge mode feels like three Rondo of Blood stages strung together, with backtracking, that's still better than a boss room to boss room minimode.
the extra playable boss characters is the most fascinating thing to me out of all the potential playable experiences Bloodstained can have. Well yes Miriam's campaign will be epic and have the most castle/world to get immersed in, though I still feel Boss Revenge Mode can bring out the most revolutionary and innovative potential for the genre and beyond.
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Post by kazukiwoof on Oct 3, 2017 10:00:18 GMT -6
First one seems ok. Second one is pretty meh tbh, she seems to be more of a fanservice "plot" character than anything. If anything add a knight/crusader or some wizard. Hell, add even Shovel Knight and we're fine.
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Pure Miriam
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Post by Pure Miriam on Oct 3, 2017 10:45:31 GMT -6
I don't agree with you, krystal. You have great games with plots and great games without plots. Plot doesn't "take away" things from the gameplay. A game is planned with a plot and it's gameplay may addhere to the plot it has. The first Doom, back in 1993, has the famous (and naive at the time) quote of John Carmak, from Doom series. "Story in a game is like story in a porn movie. It's expected to be there, but its not that important". Well, that has been proved wrong countless times through gaming history. Doom 2016 has a great plot that just adds up to the whole fun of the game, such as transforming the unnamed Marine into "Doom Slayer", the badass demon mass killer that thrives upon everything. Sure, there are games whose plot get in the way of gameplay, but balacing plot and game is essential for that not to happen. As i said up there, you have great games with and without plots. Igavanias works way better with a plot, even if most Igavania's plots aren't all that great by themselves. That's what i think at least.
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Post by Enkeria on Oct 3, 2017 10:54:45 GMT -6
LevelingI hope to see all three characters have leveling, weapons could be replaced with other things to speed up stats. Skills AvailabilityI would want the playable extra character to start off like Belmont in the early days. With a level 0 tier attack. It would also be nice to get different "sub" weapons of some kind throught the adventure. Also, I would want some skills to be unlocked after finished a few bosses, or if we could unlock them from the shop with money, just to give the currency something to actually obtain. I hope to see a range of skills for each playable character, both from start and to unlock. Looking forward to see the double jump for all of them as an example. Map ModificationsAll areas must be accessed, if not, the game feel unfinished for me. This is why I want a range of skills. Also, re-arranged enemies would be pretty cool. Menu & ItemsThe menu could be there, but we wouldn't find too much items, but those we found would help us along the way. I am thinking like Circle of the Moon, where all the dead ends were just boring hearts and potions. I believe this would be not so fun in Bloodstained either, but we should at least get things for exploring. It could be elements for our actual weapons. And like I wrote above, money could unlock things. Like a slim version of Bloodstained, but all accessable! Minimal PlotI want those three to explore the castle in pretty close timeframes, meaning that we will meet Miriam at the same location we meet the playable character when we played as Miriam, but in opposite direction, this due to re-arrangement of items and enemies, and the reason to backtrack to actually buy things from the shop(s). The plot and talk would be the same here, once we finished the game however, more details would be revealed, and with all endings collected (good ones if there are more than one ending per character), a full story would be created to fill in any blanks. Also, some funny moments to see that Miriam already been around and slaughtered a big boss or enemies, just for us to skittle through, happy that we do not need to fight them, just to meet up some enemies we are not used to see in that location.
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Post by Galamoth on Oct 3, 2017 15:41:21 GMT -6
I feel obligated to post here in regards to the possibilities for whom might be the 2nd & 3rd playable characters, and so I give you all my 2 cents on the following:
- It would definitely be exactly as expected to restrict access to the other two characters until you clear the Story as Miriam; it doesn't deviate from how most past Igavanias handled it, and she is the main protagonist after-all. I've noticed concerns from a few potential players, here and there, that may dislike being initially restricted to one character... but do note that getting any ending in these games will result in unlocking them. It's not like you absolutely needed to 100% the game, or even see the "Best" Ending, to unlock any bonus character in past games.
- In addition to the likelihood (or guarantee) that the other playable characters would be able to level up, increasing stats in an RPG fashion, I think there should also be Level Cap options for them in addition to Miriam (also unlocked after clearing the game as each character at least once). An extra challenge that some players may want, to go along with Difficulty selection.
- I personally don't really mind, in the end, whether or not the 2nd & 3rd characters are so-called Bonus characters. I'm still going to make time to play as them alongside Miriam to get the most out of Bloodstained. While I have suggested in the past that it would at least be interesting for these 2 extra characters to be "fully playable" (needing to explore the Castle for all abilities/skills, equippable gear, having a pause/character menu like Miriam, etc.). Regardless of whether they're "bonus" or "fully playable", I'd also understand if their primary Weapons of choice are limited (using Zangetsu as an example; He may or may not only be permitted to wield Katanas, and perhaps other Japanese-themed weapons, in addition to Ofuda tags if he's playable). ^ I can certainly see the appeal in letting players just freely traverse the Castle ("sequence-breaking"; not really) with all of each character's abilities from the start. Though, if you ask me, I think it would be more interesting to see this happen in Speed Run Mode.
- As far as changing travel-barriers in the Castle ("map modifications") goes, I'd personally prefer that the 2nd & 3rd playable characters be given ways to overcome said obstacles (or traverse them; if you're really forced to instead go around the obstacle). That being said, I'd still find it interesting if certain small areas could only function depending on the character you're playing as (you'd still get the Map% for exploring the otherwise "empty" area). For Example: Miriam's Room (the proposed idea of a personal room in the Castle that Gebel prepared all for Miriam) <= Whatever function this room may serve for Miriam (other than as an extra Save Room) should only work when playing as Miriam. Maybe there should be other rooms in the Castle that only serve a certain purpose when you play as the other two characters.
- I should also add that there was some story reasoning for Julius Mode in Dawn of Sorrow. It was basically a What-If scenario following the game's Bad Ending (Soma witnesses the death of "Mina" & becomes Dracula once again). While I'm personally not invested in whether the 2nd or 3rd playable character should have any Plot-related reasoning whatsoever for being able to play as them, or there being story scenes during their gameplay, I'd most certainly still be interested to see what they have in store if this turns out to be the case.
(EDIT): All in all, I'm actually still rooting for Zangetsu's chances as one of the playable characters.
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Post by 緋月エリ on Oct 3, 2017 23:53:28 GMT -6
For unlockable characters, a shift in gameplay is a given. I would like to see new places in the map and new bosses only the unlockable characters would be able to see. It helps to expand the universe of the story. That being said, adding bits and pieces of story elements for the unlockable characters would greatly enrich the main storyline by letting the players know that other characters have their own problems that they are going through and watch them solve those problems through gameplay. I would have wished there would be more of a story for Joachim Armster in Lament of Innocence when I unlocked him. Maybe even a dungeon sequence or two dedicated just for Joachim.
Who remembers him?
Also, with this day and age of DLC, I wouldn't have a problem grabbing character content through that method, even after buying the core game; I have seen Tales of Zestiria do it for Alisha, Final Fantasy XV is doing it for the main party members of Noctis' team, and if my memory serves me correctly, DmC: Devil May Cry had a DLC chapter for Virgil. Now that being said, if DLC is utilized, that will be open up a whole new world of possibilities including dedicated level systems for each character, new missions, new dungeons, you name it! At the end of the day, I would love to see more developed stories for unlockable characters, it wouldn't feel like I am playing the game but with a different style of game play.
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Post by Galamoth on Oct 4, 2017 4:41:27 GMT -6
For unlockable characters, a shift in gameplay is a given. I would like to see new places in the map and new bosses only the unlockable characters would be able to see. It helps to expand the universe of the story. That being said, adding bits and pieces of story elements for the unlockable characters would greatly enrich the main storyline by letting the players know that other characters have their own problems that they are going through and watch them solve those problems through gameplay. I would have wished there would be more of a story for Joachim Armster in Lament of Innocence when I unlocked him. Maybe even a dungeon sequence or two dedicated just for Joachim.
Who remembers him?
Also, with this day and age of DLC, I wouldn't have a problem grabbing character content through that method, even after buying the core game; I have seen Tales of Zestiria do it for Alisha, Final Fantasy XV is doing it for the main party members of Noctis' team, and if my memory serves me correctly, DmC: Devil May Cry had a DLC chapter for Virgil. Now that being said, if DLC is utilized, that will be open up a whole new world of possibilities including dedicated level systems for each character, new missions, new dungeons, you name it! At the end of the day, I would love to see more developed stories for unlockable characters, it wouldn't feel like I am playing the game but with a different style of game play. I loved playing as Joachim in that game. It's a sweet reward for conquering Walter's Castle as Leon Belmont. Here's a really old video for you:
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Post by ReySol on Oct 4, 2017 5:19:39 GMT -6
First of all, I really hope Zangetsu will be a playable character. I love his description and design, as well as the abilities (dual katana and ofuda incantations). I would like him to have his own story, which doesn't need necessarily too many dialogues if that takes too much resources. It would be great if bonus playable characters can have a different main boss. I love how Dawn of sorrow did this, it gave the bonus mode so much more value.
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Post by 緋月エリ on Oct 4, 2017 11:45:45 GMT -6
For unlockable characters, a shift in gameplay is a given. I would like to see new places in the map and new bosses only the unlockable characters would be able to see. It helps to expand the universe of the story. That being said, adding bits and pieces of story elements for the unlockable characters would greatly enrich the main storyline by letting the players know that other characters have their own problems that they are going through and watch them solve those problems through gameplay. I would have wished there would be more of a story for Joachim Armster in Lament of Innocence when I unlocked him. Maybe even a dungeon sequence or two dedicated just for Joachim.
Who remembers him?
Also, with this day and age of DLC, I wouldn't have a problem grabbing character content through that method, even after buying the core game; I have seen Tales of Zestiria do it for Alisha, Final Fantasy XV is doing it for the main party members of Noctis' team, and if my memory serves me correctly, DmC: Devil May Cry had a DLC chapter for Virgil. Now that being said, if DLC is utilized, that will be open up a whole new world of possibilities including dedicated level systems for each character, new missions, new dungeons, you name it! At the end of the day, I would love to see more developed stories for unlockable characters, it wouldn't feel like I am playing the game but with a different style of game play. I loved playing as Joachim in that game. It's a sweet reward for conquering Walter's Castle as Leon Belmont. Here's a really old video for you: Ahhh!! That nostalgia!!! Joachim really had such a potential for character expansion and maybe be involved with a prequal to Lament of Innocence!
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Post by Enkeria on Oct 4, 2017 12:15:53 GMT -6
Mhm. Lets hope someone buy the Castlevania IP and continue it.
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Post by 緋月エリ on Oct 4, 2017 21:48:12 GMT -6
Another neat feature for extra playable characters could be remixed versions of the original soundtrack to let the players experience the game in a different way through music. For example, when playing as Zangetsu, the soundtrack could incorporate some traditional Japanese instruments.
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Lestaroth
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Post by Lestaroth on Oct 5, 2017 0:04:41 GMT -6
Hiya Pure Miriam, Like I said before, the identity of the additional characters has been fascinating me for so long. It is like witnessing a musical chairs round (except that there are two winners). Who would it be? The solitary buff samurai hellbent on revenge? The curve-tastic motherly yet extremely competent exorcist of the Church? The friendly alchemist who gave up on his task because he felt that something awful was afoot? The rebellious, curse-corrupted orphan that is like a brother to the heroine? The strange old man that barely anything is known about? The little girl that want to do her best to pay homage to her parents? I do feel that yes, the extra characters should be unlocked after finishing the game and not by codes or accomplishing requirements. Codes would destroy any sense of accomplishment, except if the game detects you finished it prior. Accomplishing some tasks (like steps to reach a certain ending) would be a bit annoying. People would be compelled to favor one unique route (or a couple) to reach a character, then might dismiss the rest. Replayability would be at stake there. I do feel though that they should have their little plot, since that would justify their existence in the game, as well as interactions with other key characters. As for their ways of progressing, I am in favor of them having the usual exp system. The best for me would be for them to be unlocked in both original and classic mode (aka Classic Castlevania-styled gameplay). I was quite annoyed that Richter and the two variants of Maria were only playable in classic mode in CSOTN, but it was only normal given the ties with the original Castlevania games. That said, them to be unable to complete the castle at 200.6% annoyed me deeply. Them also having every skill available from the start was cool, but it also implied that there would be about nothing to be found, besides life ups and hearts up. The rest being hearts gave no incentives to explore,besides map completion and bragging rights. No menu -> no items, relics, equipment or spells either. The librarian refused to help them... It's only natural but frustrating at the same time to see that money is worth nothing (it's not even possible to see how much you got anyway) In sum, it felt more like a destroy 'em all-a-thon with optional speedrunning than anything else. Another point is that CSOTN PS1 was rushed. There was so much more possible content, that we regrettably will never be able to see (besides the extras of the the Saturn version, that were removed in the subsequent releases, sadly too). The other igavanias were on portable consoles, ...and then Harmony of Despair is a cooperative castle-looting and monster-slaughtering game. You don't exactly take your happy time exploring, collecting and saving the way you want to like in the solo games. In sum, there is a wiiiiiiiiiiiiiide margin between the past games and 'stained, especially because the latter is a new IP. Every dream is permitted. So many things can be possibly made, of course including features we could never imagine about.
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Enkeria
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Post by Enkeria on Oct 5, 2017 17:24:20 GMT -6
Another neat feature for extra playable characters could be remixed versions of the original soundtrack to let the players experience the game in a different way through music. For example, when playing as Zangetsu, the soundtrack could incorporate some traditional Japanese instruments. "I am interested in this" I like this idea very much! Cool!Another point is that CSOTN PS1 was rushed. Imagine how Bloodstained - Ritual of the Night will be, with more time, and enough budget! I guess, if I know you right Les, you are trying to avoid thinking about it too much, like me. In an attempt to not hype yourself up. But just knowing IGA get enough time, and the time he feels are needed (and with progress!) is just fantastic.
Aside of this, extra playable characters (back to topic) are something they maybe have really put energy into. Other playable characters might have been super rushed in other IP's, and if anything is different, then we might see these two characters feel more like main characters with a more advanced moveset and such.
I saw Zangetsu having his demon vanish cards, and it were glowing in Mana's piece of art. I wonder if these cards are a trigger thing, or if the cards are actual changing with sub-weapons or additional curses / magic.
I also noticed Dominique and Anne are in front of Johannes, leaving him so much back means he together with Alfred are the driving forces of the story. And Alfreds face are huge, it usually means they are "hidden" or "thinking" on something, possibly evil things, or what seems righteous to them. Gebel is shown with fire and Gebel and Zangetsu are the two that show their additional powers.
Could it be that Gebel is the playable character instead of Dominique? If so, would we be pleased by it?
This is of course only based out of my thoughts from Mana Ikeda's artwork. Thoughts?
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LeoLeWolferoux
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Post by LeoLeWolferoux on Oct 6, 2017 7:26:31 GMT -6
This is a really good one I think. One thing I strongly disliked was in Dawn of Sorrow, and Portrait of Ruin (and probably Order of Ecclesia too) where you couldn't open up the main menu. All you could see was a level on the screen, and what characters you could switch between. I think that they could add a bit more concerning these potholes. :\
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