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Post by CastleDan on Nov 3, 2017 8:53:52 GMT -6
krystal Not quite sure how this - is more drab and lifeless than this A big agree to disagree with ya there. No one is saying it needs to be uber colorful but to act like GREY being the color of virtually everything isn't drab, and that somehow that makes the game look better seems like a bit of a stretch. There's plenty of beautiful games with color and there's plenty of lifeless games without. This place is probably one of the more positive places around about this game and there's plenty of people that make comments about it needing more color. I don't know why you equate color with immature....... The real world has color in it outside of grey and brown. Color is all around my friend. Just saying it doesn't always have to be this - What's the fun exploring a new area if it reminds you of the last area you were at?
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Post by darkbrotherhood on Nov 3, 2017 9:01:35 GMT -6
Enemies kinda disapear very fast, theres not alot of gore, wish there was more decapitation and blood and stuff. As for the enviroments, fog is needed, or some other element to make it more alive, wind, thunder, rain that kindof stuff
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Post by CastleDan on Nov 3, 2017 9:06:00 GMT -6
darkbrotherhood Sounds like what you're saying is - I want death animations for enemies? I'm not sure if what we see with this is placeholder or if there's a big set of enemies that don't have death animations and this is what they have for those instances instead. I rather frogs and small things to explode into a blood splatter instead like the old games but idk. I hope they can clear that up because it's something I'm curious about too. I feel like we've been seeing this disappearing animation a lot lately. I'm curious how it breaks down for them. Is it a placeholder, is it the official animation for things they don't have death animations for... It's not a huge deal but just a minor curiousity.
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Post by darkbrotherhood on Nov 3, 2017 9:24:26 GMT -6
darkbrotherhood Sounds like what you're saying is - I want death animations for enemies? I'm not sure if what we see with this is placeholder or if there's a big set of enemies that don't have death animations and this is what they have for those instances instead. I rather frogs and small things to explode into a blood splatter instead like the old games but idk. I hope they can clear that up because it's something I'm curious about too. I feel like we've been seeing this disappearing animation a lot lately. I'm curious how it breaks down for them. Is it a placeholder, is it the official animation for things they don't have death animations for... It's not a huge deal but just a minor curiousity. Yes I want deathanimations based on what weapon or magic you use, it feels kinda cheap they just glow and poof less then a milisecond, where is the gushing of blood, the decapitating of heads, the wolfs/hounds whimpering when they die?
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Post by neff on Nov 3, 2017 9:39:40 GMT -6
darkbrotherhoodI doubt decapitations will be very prevalent, but who knows.
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Post by purifyweirdshard on Nov 3, 2017 9:40:54 GMT -6
darkbrotherhood, on a related note, you should check out The Crown Stones: Mirrah. It's dark and gory to an uncomfortable level lol. Very CV, too. krystal What a colorful discussion we have here. To me, it doesn't follow that games are more lifeless the more color you add to them, because a lack of realism doesn't equal lifeless. Ignoring the absurdity of what we're doing and what's going on with the perspective and movement in this game, a commonality in all Iga games is a light, energetic and fun feeling that contrasts the direness and setting. The music does this too, with him often interjecting a more melodic and energetic feel into Yamane's compositions. There seems to be a prevailing thought in some folks that Castlevania games are all dark and gothic, hopeless and voidlike endeavors of despair and all that, but to me they really aren't. The games are upbeat with color and humor with a game-y feel unique to them, with nothing else quite having candle slashing, hearts everywhere, meat walls, etc. They're fun game-y games and they're not supposed to be "real" and brooding. Super Castlevania IV fans especially might point to that as exemplary of the series' nature, but it's instead an exception to me. Almost every other game is brighter and focuses more on melody than moodiness.
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Post by CastleDan on Nov 3, 2017 9:48:50 GMT -6
purifyweirdshard You nailed it there, Super Castlevania IV is the one game that I would think of as dreary and brooding but yeah it's the exception. I love that about the game but again it works better in a 2D game than a 3D to me. You do completely dreary environments in 3D and it really feels bland quite quickly. Even the more mature color themed games such as SOTN still had environments speckled with color and enough variety from location to location. Curse of Darkness is a good example of 3D being too dreary and the locations suffered for them - Lament Of Innocence however had a lot more color while still feeling 'real' I guess you could say. ( I like posting pictures to prove points ) Curse of Darkness feels lifeless and it doesn't even make it more real it just looks drab, Lament of Innocence has life due to it's color usage. What worries me is the color pallette feels very small with Bloodstained so far, it doesn't feel like it's using all the color it could. neff There's decapitations with the enemies in the boat location in Bloodstained. So it's possible! lol
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Post by darkbrotherhood on Nov 3, 2017 9:54:11 GMT -6
darkbrotherhood , on a related note, you should check out The Crown Stones: Mirrah. It's dark and gory to an uncomfortable level lol. Very CV, too. Yea thats the kind of jazz im talking abouth, thanks for the headups.
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Post by ReySol on Nov 3, 2017 12:59:41 GMT -6
I am with CastleDan on the color topic. More color is better for the backgrounds, it looks so much better that way. Vepar is another thing, it was colored too much and unrealistic, it seemed out of place. I want to see more of this kind of coloring:
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Post by estebant on Nov 3, 2017 14:25:21 GMT -6
I really like the Zangetsu room. It's nothing really special or anything. But at least it shows not everything will look destroyed and weathered. That was starting to get old.
Edit: No pun intended. Lmao
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Post by Yän on Nov 3, 2017 15:14:29 GMT -6
darkbrotherhood , on a related note, you should check out The Crown Stones: Mirrah. It's dark and gory to an uncomfortable level lol. Very CV, too. Yea thats the kind of jazz im talking abouth, thanks for the headups. Don't you mean "thanks for the head-offs?"
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Post by CastleDan on Nov 3, 2017 15:46:18 GMT -6
I don’t think the game looks bad to clarify. I like the visuals it’s just a color thing. Lol
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Post by Enkeria on Nov 3, 2017 19:00:52 GMT -6
I think my problem with the mace is the animation makes it feel too much like she's swinging a sword. The game needs more color, it's all too grey. A small mace might have animation of a sword, while medium - heavy have like a hammer? Would you want another animation just for mace / axes?
More colors, yeah. Agree.- New items confirmed, including BEAST BERET, MACE, and ARIES HORNS
- Parameter page has been updated to include firearms ammunition.
I think the Mace is in the E3 2017 demo. Aries horns have been since 2016 demo, but not given any name until now. Finally you can separate it from your hair however! The firearms ammunition is old too, and still have 999. There are however a new text-font and lack of "dots" which I saw in the 2017 version.In this latest showcase, you can see her standard headgear finally being in the inventory. This means, you should be able to pick "nothing" and end up with only hair. Something that we could not in E3 Demo 2016, but maybe E3 demo 2017?! Yeah not really what I meant... I already know you can change the looks of Miriam if she takes off certain pieces of armor... What I wanted was the stats of the headgear without the looks of the headgear... Blizzard Entertainment had invisible dye to make this happen. And I would believe the head piece add nothing but visuals. I could be wrong, the demo do not show this at all since they ignore the "Unequip".
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Post by CastleDan on Nov 3, 2017 21:39:29 GMT -6
Enkeriai don’t think the mace needs an entirely animation I just think they can adjust the current one and added a deeper stronger sound effect for different weapons to differentiate a bit better. These are all minor problems ( the color issue being my biggest one thus far).... I’m not saying I’m outraged over something minor like this it’s just something I think that would be appreciated. its like the wall breaking. Originally you hit the wall in the first demo and you wouldn’t see the wall slowly crack it would just break right away. That was a minor complaint but now they made it slowly crack more and it makes it that much better. Just a simple change means a lot. So does it need a new animation? No, could it be more unique and feel like it’s own thing if it was slightly altered ( like the rod weapons from sotn for instance)? Yes, definitely. I’m the type of fan that will say the minor negatives more than anything else because to me the little things add up. So if they take those comments to heart and make adjustments all the better for the game, if not? It’s no sweat it’ll be good regardless.
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Post by Astaroth on Nov 3, 2017 22:31:31 GMT -6
ive said before that i can see the parts of the castle heavily exposed to the outside (outer wall, barbican) to be very grey heavy and almost negative space in color as long as there are areas that make sense for more color, having every area be super colorful reduces the ability of each area to have a theme and pop from each other as well as on the whole, i like the deep reds of the village, but to go from red village to super colorful barbican to super blue courtyard makes it harder for the areas to be more memorable and stand out from each other
now this isnt to say individual rooms within an area cant have its own splash of color, such as the pic dan posted of the blood fountain room, which can both break up an area to keep it interesting as well as provide a focal point when trying to remember where you saw that one item you couldnt reach or a path that was inaccessible a while back, its as much a game mechanic as it is an art piece
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Post by CastleDan on Nov 3, 2017 23:10:56 GMT -6
Astaroth I think your last sentence is mainly what I'm driving at, it's not that I'm saying everything needs color otherwise it's bad. It's more some of the objects in some of these locations could use more variety to it's look. Like not every piece of the castle exposed that Miriam runs on has to be grey/white, not every statue has to be grey in every room, there could be flags with color, drapes with color, rugs with color, there could be pillars with color....but so far I'm seeing anti-color in those regards. From area to area, theme to theme, location to location. The village does stick out as an area that does have color but funny enough it was the one area I didn't complain about when I saw it, probably because I liked seeing some color Just take a look at my Curse of Darkness VS Lament Of Innocence comparison as an example of what I'm saying. Lament has grey in it too but they did a far better job of using color to fill up rooms or objects in your surroundings that make the visuals pop. Curse of Darkness lacked a lot of color everywhere and it really sucked the life out of the locations. You can do themes that stick out and still use color as evident by Lament. Use this as an example of what I'm saying. Look at the pillars, look at the ground, look at the ceiling, look at the drapes to the side, look at the drapes around the bath. They're all the same color. Now apply that to what I'm saying about the other locations, that's my issue. ( i get that the blood shows contrast to the white but still, it feels TOO lifeless ) There's nothing theme like or popping if everything is too similar from location to location. I notice the church location has a pink lighting outside and that's it's theme but what about the floor and the pillars of the location a lot of it bares similarities to the white/grey of the entrance location. So there could be more things that change up the theme outside of lighting. Who knows though...we've only been shown what they want us to see, so maybe everything we haven't seen is full of color. I've talked about this subject so much, I apologize. lol
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Post by purifyweirdshard on Nov 4, 2017 0:49:53 GMT -6
That's a great point, Astaroth. I hadn't looked at it as much from that perspective...hm. Yeah, I'm sure further adjustments will be made in some way, and I definitely trust them to know what they're doing over myself haha. I think my own piece is just to emphasize game-yness whenever possible, which I think is mostly what Iga already aims to do. Brightness and color, but certainly not to the detriment of variety and design of the game. The ideal solution is always a place in the middle. I think I want bright Miriam more than anything. She looks so good lol. While we're putting up all these images (thanks Dan for putting this up elsewhere)...
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Post by Enkeria on Nov 4, 2017 5:34:23 GMT -6
Since the castle seems to be an illusion. I mean.. It is from Hell, and it has decorations and arent in a total ruins of harsh flaming pits and demons chewing on all the doors.. The colors would make sense even on the outer area. But also, if it is an illusion, or something from the mind of Gebel (?), there are no real rules here.
Only thing I hope to see 100% of, is the moon once we are outside or can peek out. As soon as that moon becomes a half from the whole, I know we are playing with the time here, or illusions. Thus far, all "moons" in Bloodstained have been full. If the moon would change, this would let us know the time spent in the castle are either faster than anything else, or it goes back and forth in time, or it is a thing from Gebel's (?) imagination.
The moon also helps to shine up areas, in either this or that color. I would however approve of the external Castle being more grey, even darker in tone. And once inside, people gasp for the decoration and wonders it hold.
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Post by Galamoth on Nov 4, 2017 6:48:02 GMT -6
Enkeria This is what I'm tending to think. I compare the reason why Gebel's Castle was summoned to what happens in Castlevania: Harmony of Dissonance; wherein the Demon Castle was summoned by Maxim Kischine, of all people, out of a certain strong desire [to prove himself worthy of wielding the Vampire Killer whip] until he was inflicted with amnesia & developed a split-personality due to the Castle's dark magic. ^ Gebel summoned his Castle whilst motivated by his own strong desire [to give Miriam a place to live], but has since forgotten his original intentions due to the influence of the demonic Curse. This made me come to the conclusion that Gebel & Maxim certainly draw more parallels as villains than Gebel does with Dracula.
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Post by LeoLeWolferoux on Nov 4, 2017 17:15:15 GMT -6
Enkeria Oh yeah I forgot about the data mine thing. And yes you're correct the mace is from an earlier update. However while the firearms ammunition was showcased in an earlier update, I don't recall seeing it on the Menu Screen. I could be wrong though.
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