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Post by takobot on Nov 1, 2017 4:11:01 GMT -6
Always cool to see new baddies! Nice jump update, too!
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Post by Nobutron on Nov 1, 2017 5:01:21 GMT -6
Man, Zangetsu slides around the whole place like an Akuma player in a Street Fighter tournament.
And interesting how Barbatos looks like a huntsman, keeping in line with the demon's depiction as a great hunter in the Ars Goetia. This coupled with Buer's appearance, Vepar's mermaid-based design and other goetic demons we've seen so far, it would appear that for the most part the design of the goetic demons in this game are based on how the medieval manuscripts describe them.
And Yamane is on point with the soundtrack as always.
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Post by Elfina Ashfield on Nov 1, 2017 5:35:16 GMT -6
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. Correct me if I'm wrong but I thought Noisycroak was brought in just for PRODUCING the song which includes arranging, programming etc., not for actual COMPOSITION. Of course producing a song typically consists of writing & arranging melodies, but the main melody line is composed by the composer not the arranger.
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Post by Kitti_W on Nov 1, 2017 5:41:06 GMT -6
Zangetsu hate Miriam just because she has demonic powers? Can't wait to whip some common sense into him without taking any damage.
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Post by freddythemonkey on Nov 1, 2017 6:22:59 GMT -6
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. Correct me if I'm wrong but I thought Noisycroak was brought in just for PRODUCING the song which includes arranging, programming etc., not for actual COMPOSITION. Of course producing a song typically consists of writing & arranging melodies, but the main melody line is composed by the composer not the arranger. Yeah this Noisycroak situation is a bit unclear atm.
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Enkeria
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Post by Enkeria on Nov 1, 2017 6:54:44 GMT -6
Many posts I would like to respond to here
So here goes, without tags.
The "float" in the jump has always been there. But with a faster incline, makes for a better control.
The movement of Miriam is a bit faster in general, even the attacks which are still very low tier of weapons.
The FPS run for this view is over 60 fps. Which makes it run smoothly, as it should be.
Love the music and presentation of the area. I do see a lot of things that really needs to be updated, like water and vines in the background. I could totally see this weird backdrop be triggered at lower settings in the future, which I guess, could be ok, but not fine.
Also, seeing Zangetsu using frost damage only makes me believe he got "subweapons", or in this case "magic for his sword", he can also reach highest, which would be a cool character to actually play. Remember seeing him with a card of electric feel from Mana's art? Yeah, we never saw any of it in the teaser. This just further makes my theory of him playable stronger. But hey, you think whatever you want think, right?
About renaming hats. That is a minor thing which could be fan-translated later on. If you do not like hat A, naming it to hat B won't change anything but your way to explain which hat you were talking about. It is fine as is.
Since I kinda am pretty sure about Miriams animation in this one, and that she have had changes. I also noticed that the enemies are somewhat similar in tone and design. This makes me wonder if they all represent the Morte family, or not? Toads look like Morte along with the Gieremund. All very dark in tone, lack of crystals etc. I wonder if this is on purpose, or they just happens to look the same in that regard? I change in color could make the toads dark green at least, if they are not "family". Unless there is a reason of all this goo being possessed. Or.. Goossessed!
Thoughts on the actual update
This is one top notch update. I have been going through the update, and facebook groups thoughts. Nobody have actually talked about how the actual update have been made. But having a little bit of "everything" is a good way to make new friends. It shows dedication from all the groups within the team and not just IGA himself. It actually gives out links and "free experiences" in terms of entertainment and music. Even though it is alpha, and the inspiration behind the music are lacking in text - there are plenty of time to dig into that at a later date. Now however, it was a mixed bag of treats, and only treats this time.
A presentation or update with "only voices" are internally really HUGE, it's actual people you represent and it would feel natural to give them the full attention, not only because they are doing an excellent job (right?) but also because they will be representing a full-on experience when you play the game.
When the English voice cast are in a update, I would suggest giving the people something they can download, or even better - see a video of these guys in the studio. Hearing 1 line or a few screams. I know this is super hard to do when the time is against you, but it is just a thought. No matter how you see it, no one is pleased.
Since I see this game from two different views, one being the marketing / campaign and professional side of things. The other from a fan and a gamer and in the end as a customer. Im always impressed with the presentations, it means love straight from the developers and all the people working around it. A love for the community and their potential new, and old customers.
This latest update have gotten way better, and I am looking forward to see a little bit of this and that in the future, to cover more ground, to trigger more talk and sharing passion from the different people in ArtPlay, DICO, 505 Games, Noisycroak and Fangamer.
I also like the round up from events and I really dig the "Last Word" which was used for pinpoint a detail. Perhaps even details from past updates.
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Zereca
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Post by Zereca on Nov 1, 2017 6:56:33 GMT -6
I think that Gears of Fortune is also composed by Noisycroak. Song with a slightly different impression from Michiru, but it is definitely my favorite song.
Corgi hat is cute. I want it.
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Post by CastleDan on Nov 1, 2017 8:00:34 GMT -6
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. Correct me if I'm wrong but I thought Noisycroak was brought in just for PRODUCING the song which includes arranging, programming etc., not for actual COMPOSITION. Of course producing a song typically consists of writing & arranging melodies, but the main melody line is composed by the composer not the arranger. No I think they came along to help compose some of the tracks since Ippo is gone. Either way I think the update made it clear they were showing us Noisycroak tracks. The only one that felt Michiru Yamane to me was the first one but I'm glad others feel like they all have her sound. As Pure Miriam said the castle design or layout is looking good thankfully. I'm not sure if I see better visuals as some people have said it looks largely the same to me. Sometimes I wonder if the people who had issues with the visuals just had issues with the art direction instead. The very people who liked the graphics in the boat location crapped on the church location and it's not like the visuals got worse, maybe they just didn't like the art direction of the location. One issue I see in that regard is there's a lot of lack of color. Which might work in 2D but makes everything feel bland in 3D. I think embracing some more color in the locations would be a good thing for the game. = Having said that, I think the game visually has looked quite consistent and good, I never really had an issue with them. It looks very IGAVANIA to me but in 3D. As far as the movement changes animation changes: The quicker jump looks odd to me but enough people complained about something that was completely fine a change was bound to happen. As others said Miriam jumps quicker but still goes into the floaty fall after so it's a weird transition. The thing is the floaty jump and fall were apart of IGA games from the beginning so it shouldn't have been changed to begin with. I think seeing it in 3D has thrown people off but it felt good as it was. The mace being so quick seems wrong and again I know people complained about that too but it feels like these people don't get these games at all. The heavy weapons are heavy and more powerful but they sacrifice speed. In SOTN they handled it by making Alucard's swing animation slower but also stiffer looking with a HEAVY air swing sound. That gives you the impression what he's swinging is heavy. The mace on the other hand sounds like it has the same swing sound, it has a similar animation so there isnt much to differentiate it from the other weapon types. #constuctivecriticism TlDr : The complaints that possibly fueled these changes were bad complaints to begin with. I am a complaint snob. As I said before: Solid update, this is what gets me hyped. Multiple topics to discuss from music to gameplay. Thanks for this!
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purifyweirdshard
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Post by purifyweirdshard on Nov 1, 2017 8:34:21 GMT -6
Regarding the Noisycroak situation, Angel explained it to his best ability just after PAX West here: bloodstainedfanforums.com/post/47048The fully orchestrated versions are still forthcoming. He mentions that in the post as well. I respect and understand what they seem to be doing with the jump, making it easier to react to incoming attacks, but I'm not sure the game's mechanics need to adjust to be easier. Most people's viewpoint on this seemed to be her movement being aesthetically slow or the gameplay being slower in general (both things I didn't agree with either), but adding adjustments that decrease the risk/attentiveness needed to fight enemies doesn't seem necessary in a game already with a fine level of balance, as far as I know. Mind you, I'm not truly upset by it or anything. I wanted to draw attention to two KS comments: "In the first five seconds of The Executioners, I jumped out of my chair, cried aloud in joy, ripped my shirt in twain, and embraced the fight against eternal darkness on all levels." lol, and on a more serious note (heh note): The music sounds great! However, there is a wrong note that is really sticking out to me in Gears of Fortune that I wanted to point out in hopes it might be fixed. (I'm a composer myself, so I know it can't be right.) In the 8th measure of the second section, the highest note of the descant doesn't match the resolution from the suspension. Because it's so high in frequency and volume in the mix, it really sticks out. There's a chance it was on purpose, but I doubt it. It may seem like a small thing, but it's gonna drive me absolutely crazy if it's not fixed and I have to hear it a bunch while playing. Thanks, and I'm really looking forward to playing this!
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ReySol
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Post by ReySol on Nov 1, 2017 10:32:23 GMT -6
I am very fascinated by Zangetsu, he is going to be my favorite playable character (assuming he is playable). Those are some awesome moves!
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Yän
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Post by Yän on Nov 1, 2017 11:49:44 GMT -6
Just copying my instant thoughts about the update from my comment on Kickstarter. Fantastic update! I like all the new music and that Zangetsu fight looks like a lot of fun! The new environment is pretty neat as well. The statues, for instance, look super cool. The reflections on the water could look a little less noisy in my opinion, Right now the noisy water makes it difficult to recognize what's going on on the screen due to all the high-contrast, tiny movements. The Beast Beret is really cute and I like that it's visible while playing and that it can be seen when you pick it up. The archer-enemy looks cool and has some nice VA that somehow reminds me of older Igavanias. Love it! One thing that kind of sticks out to me as too monotonous are the enemy-death-animations / VFX. Most of them look more or less the same and are pretty unspectacular. This can definitely be changed during polishing stages though so I'm not too worried.
Also, I really like the percussion in Johannes' theme. Sounds like stuff taken straight from an alchemy-lab!
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Post by krystal on Nov 1, 2017 12:39:28 GMT -6
the boss doing a lot of damage is a good thing. amateurs are gonna be chugging healing items anyways.
that minimap has to go, though. it should be optional and really breaks whatever immersion the game has, plus it blocks that corner that would see more of the cool surroundings.
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Enkeria
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Post by Enkeria on Nov 1, 2017 12:51:00 GMT -6
that minimap has to go, though. I got the impression you can either have it visual or hide it, and just use select to see it.
Along with many other options, this is something I hope we are getting. Options makes people happy.
Also, I want to say to CastleDan that I agree on many parts you said. More color, more details. Mace with such low damage however can easy get away with faster hits. Think that Miriam needs to kill off her enemies quick and easy during a tease, or a demo. Zangetsu however were ment to show great strength and threat towards us. Seeing a potential hero fall to Miriam is only a way to make him less cool.
Colors, lights, features, options and details. They are all part of the final touches of the game. I am looking forward to those!
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Post by neff on Nov 1, 2017 17:41:13 GMT -6
Zangetsu looks like a challenge to kick to death...but I'll do it!
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Post by krystal on Nov 1, 2017 18:16:02 GMT -6
that minimap has to go, though. I got the impression you can either hide it or have it visual, and just use select to see it.
Along with many other options, this is something I hoper we are getting. Options makes people happy.
Also, I want to say to CastleDan that I agree on many parts you said. More color, more details. Mace with such low damage however can easy get away with faster hits. Think that Miriam needs to kill off her enemies quick and easy during a tease, or a demo. Zangetsu however were ment to show great strength and threat towards us. Seeing a potential hero fall to Miriam is only a way to make him less cool.
Colors, lights, features, options and details. They are all part of the final touches of the game. I am looking forward to those!yea it could be optional, though it is good to be sure. in the industry devs tend to overlook things that don't personally affect them but affect players that would like it more without things like minimap. it is a nice option, though isn't necessary since even classic IGAvanias showed navigation is still easy to keep track of with a full map that can be pulled up, even though it pauses the action, that's better than a minimap that's always there. plus it's not like it's some full 3D open world, and even some of those do without a minimap. the most nonlinear/open Dark Souls games especially don't have a map at all, and they sell millions.
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Yän
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Post by Yän on Nov 1, 2017 18:22:51 GMT -6
What I would really appreciate would be the possibility of having a map projected onto a second screen. That was one brilliant thing about the DS-games. For PC, this option would surely alleviate the problem of having a map obstructing your main screen without having to stop playing to look at it. But yeah, other than that, an option to turn it off should be implemented to let players play the way they want to.
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Elfina Ashfield
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Post by Elfina Ashfield on Nov 1, 2017 21:08:39 GMT -6
Thanks puri I've been searching for this post We still don't know which track is composed by whom, but it doesn't matter if they sound good. After all just like what Enkeria have said, we have plenty of time to dig that out after the game is released. Also I agreed on CastleDan about adding more color, the color palette right now is kinda bland. That's why I love to see those vines, those green provides a sense of contrast which is a great touch.
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Post by Foffy on Nov 1, 2017 21:46:21 GMT -6
Goodness that boss theme is amazing. Not as good as Dissonant Courage from Order of Ecclesia, but still damn good.
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JeffCross
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Post by JeffCross on Nov 1, 2017 23:08:53 GMT -6
Just wondering if there will be an option to make headgear invisible... I am wondering because... what happens when you come across a piece of equipment that you really don't like the looks of but has awesome stats... the puppy hat (corgi hat/beast beret) looks cute but what if you just want to go through the game with now changes?
Personally i like that there is a physical change and I love that is is in there XD
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Pure Miriam
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Post by Pure Miriam on Nov 2, 2017 1:08:19 GMT -6
I wanna talk about somethings that people have mentioned. CastleDanI agree with you, regarding Mace's speed and i understand from where you criticism comes when talking about the mace's attack speed. The thing is, when you have several different weapon types, they must be more than just raw damage power and damage type. Considering the game's official types of of weapons and considering what Igavanias had made before, i believe they could be different considering potential damage, speed and range. If mace is faster, i believe Swords and Knives are even faster now. Because, overall, weapons in Igavanias are different by basic things such as "slow but strong", "weak but fast" and "average" and things like that. YänAbout Death animations, i agree with you. I really hope that's because it's still alpha, but most Igavanias had cool death animations, with fire, explosion, screams and things like that. Although i hope they are going to change that, i'm also a bit worried because i remember that people had another discussion in the past about the dev team putting equipments that you pick up, to be visible like most Igavanias before, and not always hidden in treasures or bags. At the time, i remember saying that this could be to save resources, without the need to create separate models just to use as graphic for equipment lying around. They didn't change that. Equipments are still inside bags and treasure chests (although you can see them flying for some seconds when you pick them up now). I hope the discussion about death animations doesn't turn up being the same as the discussion about equipment graphics lying around... krystal / Enkeria / YänAbout the minimap, personally, i really like the idea of having a minimap at the screen. It helps so much to navigate around, without the need to stop all the action just to check where you are at the map. Having the option of turning it off could be a good idea, but completely removing it, no. I agree with Enkeria. Options are always good. But yeah, personally, i very much prefer the minimap to stay than to not stay. JeffCrossAbout the visual representation of equipment, i believe that the game may have an option to hide equipment and such, from Miriam's graphic. After all, the game will also have costumes (such as Pure Miriam costume) and i think costumes override everything else you may be wearing simply because that is how costumes works in most games.
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