purifyweirdshard
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Post by purifyweirdshard on Oct 31, 2017 18:17:58 GMT -6
Yeah I thought that too.
Re: Miriam dying quickly, I have to wonder if level 8 is stage appropriate. Archer dude took quite a few hits too, more than I would expect for that type of enemy, and there's Zangetsu's damage...not to mention she hardly has anything on her at all. Might have just set her at that for the trailer.
Regardless, Zang has a damn grappling hook arm lol. I didn't see that coming. His katana is also bigger than I thought, and we're looking at water/ice powers here...hm, he's kinda like Suo:
that Japanese though xd
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Post by allooutrick on Oct 31, 2017 18:36:30 GMT -6
So hyped to see Barbatos target Miriam diagonally and that the beret was visible on her after equipping. Those clouds were amazing too
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Post by lollerskatez on Oct 31, 2017 19:34:36 GMT -6
Looks excellent so far, very happy with the direction this is going. Music sounds great, a very Falcom-ish feel to it. A few suggestions though (these may or may not already be planned, if they are just ignore):
- Add some type of visual effect for when Miriam dodges and jumps. It helps us track her movement, plus looks cool. Example:
- Add some type of visual effect for when Miriam picks up coins. Wasn't able to find a decent example of this, but something like a small burst of particles (matching the color of the coin?) on pick up. Again, it helps with visual confirmation of acquisition.
Now, for a larger request (might not be feasible or even a good idea):
- More detailed enemy attack telegraphing, like including "red areas/lines" for where the damage zone will be. Might be considered too much hand-holding, but I feel it frustrates players a lot less.
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Post by Elfina Ashfield on Oct 31, 2017 19:35:01 GMT -6
1. Soundtrack is absolutely amazing.
Ms. Yamane's melancholic melody line is beautiful as usual in Gears of Fortune. Maybe turning the piano down a little bit where it's just playing a single chord, but hey that's nitpicking. The Executioner is your "typical" boss fight theme. It rings me a bell about the same theme in SoTN. Vs. Zangetsu with this song immediately remembered me of Alucard vs. Clone Alucard lol Theme of Johannes is very interesting. String orchestra definitely makes it sounds heavy and dark (darn that double bass & cello, they sound fantastic), yet there's something "slick" or even "sly" in the melody. Hmm, finger-crossed for Johannes. 2. Graphically the game seems more polished than ever.
So many details in Courtyard area! One thing I kinda miss is the different color representing different kinds of attack when you hit enemies back in SoTN. There's no indication of hitting an enemy other than damage point in the video, but it's probably an "alpha" thing. Another thing, I might make Zangetsu a little bit quicker while performing his action, that's my own opinion though so take it with grain of salt 3. MIRIAM'S NEW HAT IS SO CUUUUUUUUUUUTE
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Post by giwagiwa on Oct 31, 2017 19:36:09 GMT -6
Oh boy. I'm really not a fan of the new jump. It's like she teleports to the top of her jump arc and hangs there a while before slowly falling down.
I don't complain about a lot of things, but this change really seems like it's responding to the common complaint of the game feeling "slow" without considering how it can adversely affect gameplay. It doesn't seem well thought through.
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purifyweirdshard
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Post by purifyweirdshard on Oct 31, 2017 19:55:31 GMT -6
I hope the jumps and movement haven't changed at all, those were fringe complaints to me. The game looked and felt very classic Iga to me before, I'd rather them not be a spot where we modernize things.
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Post by akuwa on Oct 31, 2017 20:02:37 GMT -6
Oh boy. I'm really not a fan of the new jump. It's like she teleports to the top of her jump arc and hangs there a while before slowly falling down. I don't complain about a lot of things, but this change really seems like it's responding to the common complaint of the game feeling "slow" without considering how it can adversely affect gameplay. It doesn't seem well thought through. I get that you don't like it, but I fail to see how it adversely affects gameplay. if you look at the first arrow that enemy archer fires Miriam jump looks like the speed needs to be right where its at to properly dodge it, it looks so responsive and fun to actually see the telegraph and be able to jump in time without having to foreshadow his movements ahead of time, to me it just wouldn't look right to slow an arrow down just so Miriam's jump could be slower without it adversely effecting gameplay. what I don't like though is how fast the camera jumps up with her that fast, the camera making such quick movements is not something I'm a fan of
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Post by seraph on Oct 31, 2017 20:26:53 GMT -6
1-Miriam is using a mace weapon and attacking just as fast as a sword, thank god for that, i know hammers are supposed to be "strong and slow" in videogames but the slowness generally makes them almost worthless compared to faster weapons.
2-Zangetsu has a curiously advanced moveset (different kinds of standing slashes, jump attacks, upwards swing, grapling hook and projectile), i really hope this is a sign of him being one of the playable characte, i always wanted to see a castlevania protagonist using a hook to move around.
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Post by Astaroth on Oct 31, 2017 20:27:43 GMT -6
lol im loving the dev comments on the youtube side to feedback, also super happy at the use of the architecture from different angles if thats the fountain weve seen previously ^_^
i have noticed something odd though its probably either an encoding/compression artifact or a later polish thing, the rear slices of the world have this odd ripple effect as you move (check the fountain at 20s) which makes it tear and jump when the screen refreshes (in fact im betting its compression cause you dont see that in the background of the boss fight where the its not all similar shades of blue/purple)
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Post by CastleDan on Oct 31, 2017 21:14:21 GMT -6
Awesome update -
I knew Zengetsu would be the Belmont of this game and much like in previous games the Belmont's were very untrusting of people who have a certain darkness within them even if they are good. Glad that's continuing.
As far as the music, I love the first two but not too crazy about Gears of Fortune, everyone was praising that track so i was super amped and I guess I got overhyped. It feels too light to me. It's the same problem I have with the music in Castlevania Judgement as well. It just doesn't have that special OOMPH to the arrangements.
Two out of three isn't bad but I noticed some people saying Gears of Fortune is that classic Yamane sound, guys you do realize these are not her compositions right? In the update they are showing what the other team has contributed to the music.
Also, freakin' love how they brought the aftershadow effect back with Zengetsu, looked great! ( hoping the music for the garden area is more moody though, the nighttime feel should feel more melodic and atmospheric imo)
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Post by nekurors on Oct 31, 2017 23:45:07 GMT -6
First i wanted to say i loved the level design, the statues and specially the vines give a nice touch, very nice. Second, there is also some tree branches on the water that also adds to the level detailing, not to mention the trees on the background, all of that approved. However i have issues with that water shape/texture/style, it felt kinda strange for me, somehow i believe it would be far better if the water were calm and so giving a better reflection, it doesn't need to be completely smooth, but the way it is now it sure looks strange, or maybe the water could be calmer on the background and more agitated on the foreground, i don't now. That's the only real mix feeling i had on this stage so far. Also i can see there is towers, pillars and a fountain-like object surrounding the towers in the background, however none of that is actually visible (texture-wise), i am pretty sure if it were it would add a lot to the stage atmosphere. As an optional way it would be pretty cool to have a dense fog above the water where it gives you a more sinister look and then blocking your view from the far background. Here again we see some vegetation (flowers/plants), vines and some tress, this really makes it looks much better, so congratulations on adding these little details, though there is always something more to add, i was thinking of a lack of real objects on the sides of this area: barrels, boxes or anything that makes sense to be there in the near background, just for detailing purposes. Finally i just wanted to say i loved the fact that the enemies reacts different depending on what you are doing, like that diagonal shoot, that was amazing and adds a lot to combat strategies. About the boss battle i believe there is not much to say because it's just perfect, the boss attacks/reaction are great and as the previous boss showcase there is strategy involved to be able to avoid his attacks/abilities and kill him without taking too much damage. I just had a mixed reaction with a very tiny detail about the boss floor chess-like (black/white squares) texture, it felt a little weird, specially when connection to the pillars, maybe it should be completely cover by a carpet or something else instead. Well, it is sure looking promising! I can't wait for more info, though i still don't quite understand why we can't have access to the already finished 2017's E3 demo, i mean it certainly looks finished and great to test. Anyway it seems they were talking about a third additional demo for us or something like that i believe, i will be looking forward for that.
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Post by Busterific on Oct 31, 2017 23:54:02 GMT -6
I need to see Miriam fan art wearing the corgi hat thing. Zangetsu hit her with 4 attacks and killed her at about 3/4 health! I think there needs to be a petition put up somewhere to either have the name Beast Beret renamed to Corgi Hat, or have a separate Corgi Hat that can be equipped. I'm also wondering how close the video was to showing what Miriams equipment / level will be when reaching that Zangetsu fight. It also brings up the thought that there could potentially be a rigged fight based on the plot at some point in the game where it's not possible to win during the initial encounter.
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Post by Galamoth on Nov 1, 2017 0:29:20 GMT -6
I have to say, I didn't expect an enemy called "Barbatos" to resemble a scarecrow & use a bow. (I certainly didn't expect it to look like a Gundam either; just a bit more imposing than it looks in the video) I also find it interesting that the projectiles thrown by Zangetsu in the Boss fight are Ice-based. At least, they appear that way. I would've thought a Demon Hunter would carry more "holy" weapons around with him. Speaking of Zangetsu, the phrase he speaks during his dodging move is also quite similar to Julius Belmont's. As any of us who've played the Sorrow games may have already figured out by now, Omnia Vanitas is Latin for "All Is Vanity". ^ Zangetsu says "Ku-Soku-Ze-Shiki", which I believe literally means "all is vanity". It's one-half of a Zen Buddhist chant. Mana may correct me on this if I'm wrong, since I'm not actually fluent in Japanese. The only reason I know this at all is due to one friend of mine being a Buddhist (there's even a small Buddhist temple just a few blocks from my house in Maryland), AND because I often played as Yoshimitsu in the Soul Calibur games back then (before I ever played the Sorrow duology of Castlevania games). The character tends to say "Shiki-Soku-Ze-Ku" ("matter is void") after winning.
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Post by crocodile on Nov 1, 2017 0:45:18 GMT -6
Oh boy. I'm really not a fan of the new jump. It's like she teleports to the top of her jump arc and hangs there a while before slowly falling down. I don't complain about a lot of things, but this change really seems like it's responding to the common complaint of the game feeling "slow" without considering how it can adversely affect gameplay. It doesn't seem well thought through. Looking over the footage, I think I agree with this post. It looks like Miriam's jump gets floaty all of a sudden near the apex of the jump. It's a weird look. Maybe it doens't feel that way when you're playing but if def looks that way and it looks different than how the jump worked previously. Angel-Corlux , did you guys change Miriam's jump or are we (multiple people are clearly saying this; I even saw at least one comment to this effect on the Kickstater update page) seeing things? Why the change to this if so?
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Post by Galamoth on Nov 1, 2017 0:57:44 GMT -6
crocodile You might want to edit one of the words after tagging Angel in your 2nd paragraph. lol
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Post by exile on Nov 1, 2017 1:04:41 GMT -6
Liked what I saw. Great work! Her hair is still a helmet, though.
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Post by Angel-Corlux on Nov 1, 2017 1:29:50 GMT -6
Oh boy. I'm really not a fan of the new jump. It's like she teleports to the top of her jump arc and hangs there a while before slowly falling down. I don't complain about a lot of things, but this change really seems like it's responding to the common complaint of the game feeling "slow" without considering how it can adversely affect gameplay. It doesn't seem well thought through. Looking over the footage, I think I agree with this post. It looks like Miriam's jump gets floaty all of a sudden near the apex of the jump. It's a weird look. Maybe it doens't feel that way when you're playing but if def looks that way and it looks different than how the jump worked previously. Angel-Corlux , did you guys change Miriam's jump or are we (multiple people are clearly saying this; I even saw at least one comment to this effect on the Kickstater update page) seeing things? Why the change to this if so? Hm to be completely honest I'm not sure, but I will raise the issue with the team when I forward them feedback. Don't worry, we'll make sure it gets ironed out!
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fatihG
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Post by fatihG on Nov 1, 2017 1:43:17 GMT -6
The change in jump make it more pleasing gameplay wise, as it is more responsive.
Since there is no 'dodge' that keeps you in range of an enemy, like the backdash, being able to jump up quick, you will still be able to hit them on your way down.
I agree though that it looks a bit wonky visually, As I expect her to jump way higher with that amount of speed. I imagine that when you get the double jump and the kick down ability, this will not be much of an issue at all, as I assume the kick down will look similar in terms of speed to the jump up
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Post by freddythemonkey on Nov 1, 2017 1:51:40 GMT -6
Everything seems pretty cool! I will make more detailed comments about the video itself when I get the chance to watch it properly a second time. About the songs though, I like them. I reckon that this team is essentially taking the place of Ippo Yamada in the composition, so we will still have three composers for the OST? That being said, I'm not really a fan of Executioners, it sounds like the generic boss theme, many IGAvanias had this kind of "stock" boss theme and well I can't say it has ever been my favorite piece, even though some of these were better than others. The only thing I don't like is the choice of this song for the Zangetsu fight. Given he's such an important character, he NEEDS a dedicated theme for the confrontation! I have a soundtrack related question Angel-Corlux: one of the stretch goals was the fully orchestrated soundtrack, so are these some kind of demo versions or already the orchestrated definitive versions? They don't sound orchestrated with live instruments to me yet but I might be wrong... I have not been listening to them for a long time because I'd prefer to memorize them by playing the game itself
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Pure Miriam
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Post by Pure Miriam on Nov 1, 2017 2:28:51 GMT -6
Great, FINALLY a new update. I have a ton of things to say, so, this will be a bit lengthy. Here goes: NEW MUSIC
New music is always nice. The Executioners sounds like a basic, average boss music and to me, it kinda makes a comeback to Festival of Servants, Symphony of the Night's boss track. It's heavy, loud and dangerous. I wonder if that will be used on more bosses, since it is used at Zangetsu's fight (or if they put there just as a placeholder). Theme of Johannes is a classy track. It really haves a mysterious feeling to it, and that just adds a ton of speculations towards Johannes's characters. I'm getting a feeling that this track will be used when you enter at Johanne's workshop or something of the sort, that may be where you forge things. Gears of Fortune is TOTALLY Castlevania. Michiru and Noisycroak team created this song specifically to remind us how Castlevaney this game is. I really think this song could fit a Clock Tower scenario (just look at it's name!) but it is used at the Garden of Silence as a placeholder (they said that the are of this song wasn't revealed yet). NEW ENEMIES
The Hud color has changed. Barbatos enemy is actually a interesting reference. The first thing to note is that, as Enkeria said, the MP vial at the hud changed colors from blue to purple. I remember that HP vial is red and HP potions are also red, and the same was true to MP vial (being blue and MP potions being blue, MP flowers from candles was also blue) i wonder if MP potions and flowers also changed colors to match the new vial color. About Barbatos, in demonology, he is a duke of hell and one of his abilities is to lead men to treasure hidden by magicians. He is part of Goetia. I wonder if his Shard will be his shot from that magical bow ( Trigger) or maybe a Enchant Shard that increases gold drop, to match his lore? Also, Barbatos is represented holding a rifle and they changed that to a bow. Toad is Back! And what is wrong with that water? Another new enemy from this video is Toad, a classic enemy that lurks around Igavanias since Super Castlevania 4. A very weak thing that just exists to be a bit annoying. I firmly believe Toad will not give any Shard (like Morte). Now, some people complained about the looks of the water in the background, and i agree it looks a bit strange, but it seems Mana said somewhere that this is still a work-in-progress, so, i think we can hope things to look better later on. MENU INFORMATION and NEW EQUIPMENT
Menu. Tons of info. I have quite a lot of things to say about the menu. First of all, as some people noticed, the Menu's font has changed again. It actually looks neat in my opinion. Nothing much to talk about it. " Archives" option is still greyed out. Considering Miriam is LV 8, i wonder if this is at the beginning of the game and that's why Archives is still locked. Maybe you need to pick up a item to see it? Something else i need to say is that the Resist area at the Menu has some icons with different colors. The lightning element (now purple), poison (now green) and darkness/curse thing (now red). This area is called "Garden of Silence" and that is a cliche, but powerful name. Play time is actually 40 minutes, with 74 enemies killed (that clearly shows this video was taken from a internal demo). Max ammo you can carry seems to be 999 and i wonder if you start the game with that or the max ammo is lower and you upgrade it by leveling or something... Aries Horns. As someone mentioned already, Miriam's horns is now a equipment, which means that you can remove it and let her head with nothing but her hair and that is a nice touch. By the way, her horns is actually called "Aries Horns" and they resembles sheep horns. That's so damn cute. Beast Beret is also a really cute piece of equipment and gives a Russian Vibe to Miriam's looks haha. Also, notice the large space between the equipment description and what it offers (Def bonus and such). I wonder if the game will have equipment which lenghty descriptions about what they offer. Also, as a last note, the "Equipment sets" seems to have vanished completely. I firmly belive this will be some kind of thing we will pick up later, that allows us to change equipment sets on the fly, and the player didn't got that yet at that video. SCENARIO AND TECHNICAL STUFF
Beautiful. Yet, still a Work-In-Progress.
Every new video, we can get a glimpse that the game looks a bit better and this one is no exception. The Castle's architecture looks polished, i really like how broken, messy and with so much of ups and downs it has. It is not "room after room" design and that is really a relief ( CastleDan , i know you care about this kind of stuff and i do too). The moon at the background, the walls and the towers looks beautiful and we can easily say it is inside the castle thanks to that (and also thanks to a huge part of the castle that can be seen at the beginning in the background). Now, i agree, as i said above, that some parts of it, specially the water, needs some work. Miriam's jump and attack speed was changed, i believe. They couldn't make it with so much negativity toward's game's speed. Many are complaining that her jump looks odd because she apparently jumps fast and then floats in the air for her momentum. To be really fair, i just noticed this after people pointed that out, so, for me, it is not really a problem. Even so, i remember IGA saying that the jump and movement mechanics are tuned everytime, so, if that is a problem, they will probably fix it. Also, as a last reminder, someone commented about the fear of the game spoiling it's contents too much. That is also a fear that i have, but considering how sparse (and how low of content) the updates has been since some months ago, i believe they are taking measures to not spoil us with too much information. ZANGETSU AS A BOSS
The unavoidable battle.I believe it's not a surprise that Zangetsu is a boss. That was pretty much given due to his plot, as a hunter that hates anything demon-related. Miriam, as a cursed woman with demonic powers herself, would also be a target of his hatred. The boss battle is quite interesting and Zangetsu has a lot of movies. A hook to make him cross around the map from his mechanical arm, Ice attacks, some kind of energy projection from his Sword that hits the ground and turns into spikes, afterimage dashes, powerful sword cuts...He isn't a demon hunter for no reason. I really think this will not be the only time we will fight him. I must say that, if you pay attention, Miriam is giving 10 damage to Barbatos and Zangetsu, and 13 to frog. It really looks like she is underleveled to fight against him, or maybe this is just some technical stuff for testing purposes. In Dawn of Sorrow, human enemies didn't give their souls as powers. I wonder if Zangetsu would give a Shard if defeated. Plot-wise, that wouldn't make sense, since he is not a demon of any kind. Unless he is...or he turns into one later on... CLOSING COMMENTS
Bloodstained doesn't look promising anymore. It looks almost ready. I believe Bloodstained: Ritual of the Night looks almost ready. I can't see much room for improvement anymore. The graphics looks better than E3 2017 demo? Yes, but not by a large margin. The overall game mechanics is all there, and i believe that this, with just some fine tuning and adjustments, will be the final product. And i'm really happy for that. Fans asked IGA for a new Igavania. That's exactly what IGA is giving us. The game still needs some small work, specially at the water and some special effects, but, all in all, this game is already an Igavania for me, that can potentially honor IGA's legacy.
Be sure to check out my new thread: Garden of Silence: enemies, shards, predictions, QUESTIONS! That's all folks!
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