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Post by Original SOTN on Jun 14, 2018 16:31:53 GMT -6
Gameplay itself looks great and fun, but a few things need work. The mouth movements to voices seem off. Miriam looks like she has a mouth full of gum. Maybe this can be fixed by either giving her teeth or making her tongue a lot less red to hide it a little. The thick outlines on the characters look like they were trying to make this game look good on tiny handheld screens. This won't look so great on my 65" TV, so I hope there's a setting to thin them out some. Screen tearing in the video, but this could just be IGN's PC they used for the demo. This is all just my initial take on it.
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Enkeria
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Post by Enkeria on Jun 14, 2018 16:40:38 GMT -6
Just some notes here.
I haven't watched much of the 16 minute spoiler video. But I feel like I should write some things down here.
Screentearing: Check fullscreen and on source, not through this forum. The screentearing the footage, not the game.
Animations when they speak: Still in WIP, so is movement, lip sync and expressions. Its something of low priority that needs fixing later, not so much now. 2 languages, and both need to on point, this along with any other crazy things happening in the environment while doing so
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Post by tav7623 on Jun 14, 2018 17:07:17 GMT -6
Overall based on the footage alone (though I may end up with a few more once I get my grubby little mitts on the demo next Thurs ) I currently only have 2 issues. The first is the lip syncing being off and the second is the fact that they still haven't fixed that God awful "flip" animation from the 2016 E3 demo ( for some reason every time I see that one bit of "animation" it drives me up a wall)
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Post by nekurors on Jun 14, 2018 20:30:26 GMT -6
People are concerned for "strange" reasons, i doubt they will master lip sync, for obvious reasons, i mean won't the game have a japanese language option? Do you see the problem here? Not to mention lip sync is pretty hard to achieve, i have no expectation for such a thing. Screen tearing is VERY LIKELY due to youtube enconding (or any other video share community), if it's not it need to be fixed, however i believe that's an easy thing to do anyway.
Liked: - Voice acting (perfect). - Overall gameplay and mechanics as expected. - Upgraded environment. - Save room (wish i could hear more about it's design decision from Iga). - Enhanced Vepar's boss fight. - Overall difficulty increased (i suppose), the first demo was way too easy, the majority of people shouldn't be able to defeat a boss on their first try, lose and learn should be part of the mechanics. It would be interesting to set goals on statistics on how many random players are able to get to the boss without dying and how much will die during the boss fight, just an example: >50% must get to the boss first time, 50% of these (25%) will defeat it on first time.
Disliked: - Dialogue animation, could be fixed with more poses and expressions, however that's hard to do and takes time, could be better just to zoom in and not "get out of the game" for the dialogue to happen, but still decent as it is. - Lack of polishment in some specific objects, specially those which appears close during scenes (igavanias are know for the superb art design). - The very beggining scene lacks some elements, specially sound effects (thunders/wind/stuff). - Getting a new shard animation still the same (frozen in the air), it would be better to do an infinite loop animation (shaking) during her side-view shard perfuration, the frozen front view is a bit awkward.
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Enkeria
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Post by Enkeria on Jun 15, 2018 5:03:11 GMT -6
Screen tearing is VERY LIKELY due to youtube enconding Disliked: - Dialogue animation, could be fixed with more poses and expressions, however that's hard to do and takes time, could be better just to zoom in and not "get out of the game" for the dialogue to happen, but still decent as it is. - Lack of polishment in some specific objects, specially those which appears close during scenes (igavanias are know for the superb art design). - The very beggining scene lacks some elements, specially sound effects (thunders/wind/stuff). - Getting a new shard animation still the same (frozen in the air), it would be better to do an infinite loop animation (shaking) during her side-view shard perfuration, the frozen front view is a bit awkward. Didnt notice any screen tearing at all when I saw it on YouTube. Demo works fine, so its footage if so for sure, or as you said YouTube on some devices. Everything you dislike except "the new shard animation" are work in progress, so no need to be alerted there. The Shard Animation have gotten feedback since 2016, and with that we wanted more options to toggle animations on and off. Same goes with the scream of agony, which might have a few different screams or a way to toggle it off. Shard animations only apply on new abilities, not when you stack them to make them stronger (if this is still a feature in the game).
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Post by RichterB on Jun 15, 2018 9:23:39 GMT -6
Mild spoilers ahead...
Having watched chunks of the revised galleon stage and especially after seeing the clips in the IGN interview, I have to say that I am pleased overall. A lot of good progress has been made. 2.5D has its weaknesses and its strengths, and I think they've gotten to an across-the-board level now that's about as good as the medium can get for this art direction (though I could be mistaken). I mean, there are things I could nitpick, but when I step back and look at the whole thing, it's really quite good. I especially like the variety of "tile sets" we're seeing in just the opening area of the castle. Very cool. The depth has dramatically improved to each area, too, with how the backgrounds pop with life. (I will say I thought the rope hammock platforms might sway or at least give a little under Miriam's weight compared to the 2016 demo, but that didn't happen. Still, not a terrible loss, just a little thing.) IGA said the main quest takes around 10 hours, so I wonder how big the castle will be and how many different areas it will have, since this was supposed to be a big jump from SotN, I thought. Does 10 hours sound right? Surprisingly, some of the rain/weather effects coming through the broken sections of the ship didn't look as strong as the E3 2016 demo, but the waves and mist were improved, so I suppose it was a trade-off to maybe showcase different effects or an uneven storm outside? I still love the idea of how this game progresses from outside a castle to inside a castle, and I hope there will be some expansion of this idea, like maybe a forest out back or an underground passage beneath the village that links to the castle.
The enemy density in the ship seems a little low, but I guess it's because it's a beginner's area. The IGN clips from later showed a better balance of enemies and real estate. That said, the black goop enemies do seem to be too slow to spawn and make a move.
The screen tearing is reportedly a video capture issue, so if that's true, we're good there, too. As for the lip-sync...when you consider this will be in at least two languages, it's really not too bad. The mouths do seem to open and close in time with the start and stop of dialogue. Improvements could be made perhaps, but this isn't a deal-breaker for me. Though I'm not sure Johannes has to be bouncing so much in his standing animation...unless he's supposed to be out of breath there. I predicted a 2019 release a while back, and I'm fine with that if it's what happens. I think the hard work put in is paying off. Once this was 2.5D, there was always going to be a difference in what the visuals looked like compared to what was 100% desired in the mind's eye, but they've made the best of the situation, and there is still time to continue to polish the visuals to continue to make them look less "CG clean." I think it's similar to the adjustment one has to make with the recent Mega Man 11 development, which looks good but still a bit different. And with all the modes coming, it's really quite a treat. I'm very glad this game exists. This already looks better than Mighty No.9, and I'm one of those gamers that liked Mighty No.9 a great deal. While I can understand using it as an example of something that didn't quite turn out right, I feel it's overstated. Peel back the Kickstarter drama, and while it was rough around the edges in a number of ways, it was a very fun and unique game. I think it probably overstepped its mandate by being something more than a Mega Man revival. It was more Mega Man Powered Up meets Mega Man X meets Sonic the Hedgehog. Once you mastered the core mechanics, though, it had some great flow to its gameplay. For that matter, it had more variety to its stage design and gameplay than one would expect, even going so far as to have three playable characters with completely different styles of play. There was a lot of personality and charm with this. (To quote Mega Man 11's producer in a recent interview with Engadget: "Reviews that took a look at [Mighty No.9] and treated it like a Mega Man game did not review it well," he explained. "But for people who played Mighty No. 9 without those expectations, who treated it as its own standalone title, came across saying that 'no, it's its own fun game.' That really, really drilled home the fact of needing to set expectations [with Mega Man 11], making sure that people understand that this is the type of game we're offering...") And yes, unfortunately, MN9 had some technical issues, like two areas I recall where the game slows down to an NES chug, but that's something a seasoned gamer can deal with, and the reward was worth it. The DLC with Ray really rounded out the game and better highlighted how the game should not be treated or played as purely a Mega Man clone. Treated simply as a first entry--a "Mega Man 1" rather than a "Mega Man 11" in terms of development of its core concept--it was enjoyable, and in and of itself, removing the extracurricular stuff that went on with it, it was a much-needed gaming experience in this time frame of gaming, I feel. Bloodstained is appearing more polished than that and more fulfilling of its mandate, so it's already a success in a way. It's just a matter now of how much of success it will be. I notice some outlets sort of questioning if there's a market for this type of game, and if it's really any better than other recent Metroidvanias, but that's another story altogether. As I said, I'm glad it exists and these kinds of games are needed.
As an aside, I haven't played Curse of the Moon yet, but I wonder if once it was changed to a spinoff, if it shouldn't have been the story of a premonition/dream had by Miriam during her 10-year slumber.
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Post by takobot on Jun 15, 2018 9:52:28 GMT -6
Nice demo! Could the background statue in the save room be a cool take on the Cornish Owlman or another Mothman-like critter? I've been working on my own version of that monster to accompany my other doodles, but I think I'ma move on to something else now. Whatever that thing is, it looks dang awesome!
On another note, it would be rad to see more enemies lurking in the backgrounds of the stages. Maybe some could pop into the foreground to attack at certain times or maybe some entities could lurk in the background exclusively to add another degree of mystery to things. I dig stuff like that!
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Post by Astaroth on Jun 15, 2018 10:34:12 GMT -6
ill wait till i get to play it, but a couple ideas i have on the faux talking, they could pull off not actually syncing up through something akin to oldschool animation and kabuki, adding in small pauses to the lips, making each pose have subtle movement and adding in a couple small gestures to each 'mood' to get across the feeling and personality of a character without needing to create 1:1 conversations for each and every interaction in the game
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purifyweirdshard
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Post by purifyweirdshard on Jun 15, 2018 10:41:10 GMT -6
Keep in mind/save your feedback for the official beta feedback thread we'll have on the forum here when this launches. They will be more sure to see and consider it then.
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Galamoth
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Post by Galamoth on Jun 15, 2018 12:55:49 GMT -6
^Good. Now I'll know where to send feedback.
Would you recommend that we also provide screenshots?
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Post by exile on Jun 16, 2018 15:30:44 GMT -6
The gameplay looks fun, which is the most important thing by far. The voice acting is absolutely perfect. Better than I expected. Graphics are pretty respectable for this style.
Yeah, the lip sync is not great, but that's really not where the budget of this game needs to go. I almost wish they'd stuck to dialogue and left out the cut-scenes. Cut scenes only really work in 2-D or if they're INCREDIBLY high-budget, AAA fare.
My only real gripe is the screen tearing, which many have suggested isn't native to the actual game.
Keep up the good work, team!
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gunlord500
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Post by gunlord500 on Jun 16, 2018 17:30:34 GMT -6
I mentioned this in the Castlevania Dungeon, but I think they might actually do very well to have static face portraits rather than close-ups of the models for dialogue. Just put the painted portraits next to the text boxes. That's just what Symphony of the Night did, so doing that for Bloodstained might give a lot of fans some good memories. Plus, the portraits would naturally be done by Mana, and that's always good. Just small box face portraits wouldn't be too difficult for her to draw, right?
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Olrox
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Post by Olrox on Jun 16, 2018 17:52:10 GMT -6
I mentioned this in the Castlevania Dungeon, but I think they might actually do very well to have static face portraits rather than close-ups of the models for dialogue. Just put the painted portraits next to the text boxes. That's just what Symphony of the Night did, so doing that for Bloodstained might give a lot of fans some good memories. Plus, the portraits would naturally be done by Mana, and that's always good. Just small box face portraits wouldn't be too difficult for her to draw, right? Join the group man, there is even a topic for that alone right here in the forums. You, I and hundreds (for real I have seen comments with 250+ upvotes on youtube and multiple upvotes on reddit and even anons in 4chan) agree that static portraits ala fire emblem/persona style is the way to go for bloodstained.
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Post by Enkeria on Jun 17, 2018 6:29:29 GMT -6
They are experimenting. If they like it, they have my support of having 3D. I will wait until I see the finished version of the animations and lip sync.
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Post by Busterific on Jun 17, 2018 9:31:53 GMT -6
I like the general idea of using the 3d models, but if they can't fix the mouth synching somehow they'll be better off with portraits. Johannes seems to move oddly to me, even if he's out of breath there. For whatever reason, Miriam's strong spoken personality doesn't seem to mesh quite right with the body language of her character model. That may just be based on what my previous expectations were from other conversations though. I still can't hardly wait to try out the new demo.
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Post by revient on Jun 17, 2018 10:12:51 GMT -6
Something about the 3D models seems kind of dead to me, not really sure what it is.
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Post by roguedragon05 on Jun 17, 2018 11:56:45 GMT -6
Overall I'm pleased with the demo, the animations and voice acting are really well done, the color for the most part is fun and eye catching, the environment is great too. I do agree with others the the animation models in the conversations are abit dull they remind me of cheap Playstation dynamic themes where the character just stands there twisting there shoulder or their chest raise up and down over and over again and again, if the arms moved and they were more animated and showed emotions on their faces that would be great but otherwise I'd much rather have a face portrait and maybe a few different versions for different emotions myself, sprucing up the font I agree would also be nice. The models do the job and I won't be too disappointed by them but they really do seem bland. I do also think that there should be alot more enemies, first stage or not. I still hate Vepar's color palate and her teeth look stupider then ever they actually jiggle and wobble like they are made of jello or something and they look hideous and not in the good monstrous sort of way, it also amuses me that they seem to have decreased the damage she takes from a certain part of her that she took increased damage from before, Vepar really doesn't stand out anymore in my opinion. Still can't wait to fight her for reals. Busterific I assume that the lips are synced up with the Japanese voice actors and that the english voice actors tried to sync best they could, if thats the case I doubt it's gonna get any better.
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Post by Busterific on Jun 17, 2018 12:48:25 GMT -6
roguedragon05, I'm not entirely certain of that. I would think that at the least they would be have phonetics information automatically generated from the vocal tracks and use that as a basis for synchronizing the lips. To do the lip movement manually seems like it would be a silly amount of work.
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exile
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Post by exile on Jun 17, 2018 19:04:03 GMT -6
I like the general idea of using the 3d models, but if they can't fix the mouth synching somehow they'll be better off with portraits. Johannes seems to move oddly to me, even if he's out of breath there. For whatever reason, Miriam's strong spoken personality doesn't seem to mesh quite right with the body language of her character model. That may just be based on what my previous expectations were from other conversations though. I still can't hardly wait to try out the new demo. Spot on. The physical gestures just seem "off," and awkward. We are 100% agreed on Miriam. The voice actress is doing a phenomenal job, and she comes across as really commanding and daring, while the model seems sorta coy by comparison.
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Post by exile on Jun 17, 2018 19:09:12 GMT -6
I still hate Vepar's color palate and her teeth look stupider then ever they actually jiggle and wobble like they are made of jello or something and they look hideous and not in the good monstrous sort of way, it also amuses me that they seem to have decreased the damage she takes from a certain part of her that she took increased damage from before, Vepar really doesn't stand out anymore in my opinion. Still can't wait to fight her for reals. Take a closer look. I think it's an optical illusion. If you follow the lines of the teeth, they remain rigid. They never bend. They do shift back and forth with the movement of the mouth, but it's a bit like when you wobble a pencil around quickly. It tricks your eyes and brain into imagining that it bends, when it does not.
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