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Post by achieveddemall on Oct 24, 2017 10:27:47 GMT -6
So most of the bosses in the castlevania games are relatively easy on a large scale. I find Dark Souls, Hollow knights, and Salt and Sanctuary bosses much more difficult. So my question is would you rather the bosses be more castlevania skill level where you can beat them in 30 seconds to a minute or would you rather/think they will be more involved?
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Post by neff on Oct 24, 2017 11:21:55 GMT -6
The difficulty of Dark souls fights stems from fights largely being decided within a small number of strikes, on both the player and the boss. This is of course, a simplification, but Bloodstained, with its ability to pause and thumb through the inventory, will likely be more forgiving by design, unless the player intentionally brings additional challenge on themselves.
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Post by Busterific on Oct 24, 2017 18:47:43 GMT -6
Getting the boss fights right has got to be quite the balancing act. In general I prefer the bosses to be punishing, but to have patterns that can be picked up after fighting them a few times. Since I have the habit of exploring areas pretty thoroughly before going through obvious boss doors I have a tendency to end up a little on the overpowered side when fighting them in the Igavania titles. I prefer the boss difficulty from the earlier games because of this.
The length of the fights is usually preferred at a couple minutes where the boss doesn't go down immediately, but at the same time doesn't require a lot of grinding to take down. For longer fights, if the boss attack patterns changes during the fight it tends to keep things interesting longer. The attack patterns have always been something that's been done well overall in the Igavanias that I've played.
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Post by Lestaroth on Oct 24, 2017 20:15:24 GMT -6
I want a few things in a good videogame boss (with fair/non-aggravating/non-extreme difficulty): - Requiring proper preparation, while not being either a pushover or an almost-impossible challenge.
- Those that are NOT the invincible type for a long time (and only lowering their full defense for a few seconds). They are amazingly boring/cheesy.
- The same goes for those having one-hit kill moves or absolute stunlock.
- Skippable dialogue (but then again, he/she/it trolling you for it would be fun)
- Can be vanquished by a few different ways, usually by brutish force or finesse, but always good enough to bring a challenge (in the latter you never know when the next hit will be the winning one).
- Readable yet varied patterns. Randomization is the key word here.
- With a rich set of animations.
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Post by freddythemonkey on Oct 25, 2017 3:49:31 GMT -6
Order of Ecclesia struck pretty much the perfect balance for boss difficulties in Metroidvanias as far as I'm concerned. The first time, most bosses are INSANE (I remember when I played the game for the first time way back and died countless times against the two human bosses and pretty much every boss in Dracula's Castle) and rewarding as hell to defeat. That was the absolute peak of difficulty perfection on IGA's part IMO.
Speaking not IGAvanias, Hollow Knight is indeed a good example, it's only a shame that with some setups not that hard to figure out you can muscle through pretty much every late game boss.
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Post by Enkeria on Oct 25, 2017 5:47:14 GMT -6
Normal difficulty: Like Symphony of the Night. Nightmare difficulty: Order of Ecclesia + a bit more.
Rewards in Nightmare difficulty should NOT make the hero "better", but a way to show the world you "defeated it and did not loose your mind". Wouldn't hurt to add in a code or something to have an Easy difficulty too.
Reasons being, I like the difficulty of SotN. Everything above it, I loose interest quickly. Many have said OoE are this and that hard, this is why I never have had any super priority to try that game. But I will some day. And hopefully have a trusty Pro Action Replay Game Genie Shark by my side for that DS I need to buy.
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Post by Stripey on Oct 25, 2017 6:50:37 GMT -6
I'm with Enkeria. While I love a good challenge every now and again, it should always be optional. Forced difficulty is just gonna scare or disinterest players, and that's the last thing Bloodstained wants to do as a growing IP.
Have multiple difficulties, make them all available at the start, don't give me another Twin Dragon Zombie, and everybody wins.
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Post by Galamoth on Oct 25, 2017 7:33:03 GMT -6
Most, if not all, Bosses in Igavanias have predictable patterns. Some will change up their pattern [especially depending on Difficulty setting], but you should easily be able to see the telling signs of which moves they're going to use if you've fought against them enough times.
I'd say it would make the most sense to prepare for Dawn of Sorrow-level difficulty on Normal. Plenty of the Bosses hit hard in that game, but most of them make it quite obvious what attacks they're about to use (even Zephyr), so they're easy to avoid. The only Bosses in that game that were truly difficult (in my opinion) were Paranoia & Abaddon.
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Post by Enkeria on Oct 25, 2017 8:17:10 GMT -6
It comes down to options. How much will the devs give us? I guess a lot! And since this is a tribute to both the whip and the sword "era" of Castlevania, I believe the harder difficulty will reflect on the old school classics, but in a modern matter.
Also, options are something we will get. The real question is, will the difficulties be available right at the start or will we need to complete it once on normal mode before unlocking it?
Personally, I hope to see that you can change difficulty right from the start.
When I mean about rewards, I also want players to get rewarded with equal cool stuff no matter what difficulty they play. I am not speaking about items that makes you powerful, but rather perhaps costumes, ui overlays and unlock more modes perhaps.
How about finish the game 1 time with Miriam to unlock Boss Revenge mode if you play nightmare difficulty, but in normal difficulty you need to finish it 3 times? Then at least we have options. If it would be exclusive to one "mode" (difficulty in this case) could result in more players find either of them less fun. And IGA is all about making a game that you should have fun with.
And those patterns would spice things up in nightmare difficulty for sure. They hope to add this to the game as said on the kickstarter page. How that works are anyones guess. Boss modes having "more" stuff going on? Enemies in different locations? More of them? More aggressive?
Who knows..
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Post by purifyweirdshard on Oct 25, 2017 9:10:57 GMT -6
Yeah I really enjoy difficulty. Not because I'm a masochist or X-treme Leet Gameur or whatever, but because a lot of the fun in gaming to me is getting better at something and seeing the progression of that. The first areas in Bloodborne took me 3-4 hours the first time around, now I can go through there in minutes...and that's not just difficulty, but also knowing where to go and how things work, how the AI behaves, etc. Getting all of that down is the core enjoyment of that older style of game design.
IGA's games are a bit different. OoE does balance it great, but in a general sense the fun of these games is more about lighter gameplay and exploring/finding things than a continual gameplay challenge. Ecclesia itself is more stage based like an older game with less of an emphasis on grinding taking you far, so it all worked together nicely.
For a standard IGA experience, and Bloodstained's, what I expect is essentially: an actually pretty good challenge for the player that plays straight through (without stopping to farm or grind), a bit of an easier time for someone who wanders and strays some, and mostly an easy game period for someone who takes the time to grind and farm on the road to inventory/bestiary completion.
Difficulty and mode options will push the challenging experience back onto the completionist player, which after playing the game that long they could equally either appreciate or ignore. Optional bosses (IGA, whatever else) should stand as difficult even for the person who's collected things significantly, around to the point that learning patterns/developing a strategy is forced. Basically, if say Bloodstained's last boss is SotN Dracula level normally, IGA boss should be Galamoth level (minus Beryl Circlet or Crissaegrim).
Hopefully Bloodstained's will be more challenging than SotN Drac, though. I mean, Doppleganger is harder than Drac when you first fight him lol...
That's an interesting thing and a point I'd like to again make about Symphony, though. The early-mid game, at least the first time we all played it, was a pretty solid challenge. If you didn't know about the stopwatch or any other exploit for Doppleganger, you probably got wasted. If you tried to fight the knight near the bottom of the outer wall too early, you probably lost. Clocktower Medusa Heads probably petrified and killed you. Even to the inverted castle, some of those later areas are rough without abusing certain mechanics you might learn about later.
With some adjustments and lessening the invincibility and attack power of things, SotN could have been a lot different and consistently challenging. Bloodstained might be that way, because I doubt it'll have as many broken ideas.
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Post by neff on Oct 25, 2017 12:00:34 GMT -6
How do you feel about players "outleveling" the content? I have a feeling that is something that cannot be ignored too.
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Post by purifyweirdshard on Oct 25, 2017 12:38:54 GMT -6
Eh, it's an intended feature more than anything. It's there so that anybody can do well if they play long enough, an idea behind SotN itself (IGA talks about this in...the old Shmuplations interview I think?). As above, if you want to retain the challenge, you'll either be able to play it straight through or use the other modes.
I'd personally rather have the tougher challenge from the outset, but for the sake of the game doing better and keeping to the spirit of the design he intends, you can power up as you want.
If you want to OCD collect/level and still have a challenge on your first time through with the main game, well...can't have it all lol. Hopefully at least the optional boss(es) will do it, if Nightmare and Classic etc don't cut it for you.
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Post by Galamoth on Oct 25, 2017 12:41:07 GMT -6
How do you feel about players "outleveling" the content? I have a feeling that is something that cannot be ignored too. Personally, I think this is an inevitability if you're a "completionist". That is, to say, if you're actually aiming to get everything (all Shards, collectible/craftable items, etc.) on your first playthrough. Especially if you're farming enemies just to get them to drop aforementioned Shards & even crafting materials. Even if you don't intend it, you'd still be farming up extra EXP as well. *(EDIT): Unless, of course... there are Level Cap options to be made available, in addition to Difficulty selection, for after you beat the game once.
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Post by Pure Miriam on Oct 25, 2017 14:34:40 GMT -6
IGA said in a interview, talking about how he creates games, after parting with Konami but before Bloodstained, that he has a method to balance boss fights. After the boss is created, he puts a tester to play the game and fight against that boss, at the "expected" level and gear. If the tester can beat the boss without being hit a single time, after some tries, it means the boss is good enough.
That being said, i expect bosses to be more memorable than hard or easy. Legion is not a really hard boss in any interaction he shows up (maybe excluding Curse of Darkness where he is optional), even so, it's a memorable boss. Eligor (Order of Ecclesia) is a hard but also memorable boss. Does anyone here remembers Max Slimer from Harmony of Dissonance? Probably not, due to how boring it is.
So, i expect some kind of challenge, but i'm more interested in how these bosses can be memorable and enjoyable to fight rather then being super hard or super easy.
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Post by neff on Oct 25, 2017 15:07:05 GMT -6
IGA said in a interview, talking about how he creates games, after parting with Konami but before Bloodstained, that he has a method to balance boss fights. After the boss is created, he puts a tester to play the game and fight against that boss, at the "expected" level and gear. If the tester can beat the boss without being hit a single time, after some tries, it means the boss is good enough. That being said, i expect bosses to be more memorable than hard or easy. Legion is not a really hard boss in any interaction he shows up (maybe excluding Curse of Darkness where he is optional), even so, it's a memorable boss. Eligor (Order of Ecclesia) is a hard but also memorable boss. Does anyone here remembers Max Slimer from Harmony of Dissonance? Probably not, due to how boring it is. So, i expect some kind of challenge, but i'm more interested in how these bosses can be memorable and enjoyable to fight rather then being super hard or super easy. Even as a first boss, Vepar is a good example of this. All of his little intracacies were talked about for days after players saw him in action. Slogra and Gaibon couldn't compare.
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Post by Dengojin on Oct 25, 2017 15:37:48 GMT -6
They really need to make the damage value for bosses higher, when I played the 2017 demo.. Bloodless did a very tiny damage that I felt dodging is almost unnecessary.
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Post by Motoko on Oct 25, 2017 16:10:57 GMT -6
I liked how bosses were done in Salt & Sanctuary, they weren't too hard but you couldn't just walk in and curbstomp them either
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Post by neff on Oct 25, 2017 16:35:22 GMT -6
They really need to make the damage value for bosses higher, when I played the 2017 demo.. Bloodless did a very tiny damage that I felt dodging is almost unnecessary. I'm willing to bet that's for the non gaming public to enjoy.
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Post by Pure Miriam on Oct 26, 2017 0:40:32 GMT -6
DengojinI believe, as neff said, that Bloodless was easy for demo testing purposes. Even so, ff you take a look around youtube and watch some gameplay videos, you have people actually dying against Bloodless (i even remember an article of a gaming site, where the write claimed he died fightning against her). I remember the dev team saying that the demo had weapons scattered all around and high chances for Shards to drop in order for the testers to see how the game was. I can guess the difficulty was probably toned down a bit for the same reason (by the way, Angel from 505 games said that there is a special weapon hidden in the 2017 Demo that absolutely no one found it yet). neffVepar definitely is this. It's not a hard boss, btu it's looks, attacks and overal presentation are so good that it already stuck out as a memorable boss.
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Post by neff on Oct 26, 2017 13:55:33 GMT -6
due to the multiple game modes of Bloodstained it could be that there are a variety of boss movwments or modifiers to make a particular enemy/boss tougher to beat, but we won't know for certain until we see the game modes in action
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