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Post by Question on Feb 5, 2019 12:36:43 GMT -6
purifyweirdshard - I had no idea you were Brent Taylor! You and a handful of other posters on the Kickstarter page are the voices of reason over there. It is nice to have some voices of reason to jump into the fray. When I post and try to present a reasonable point, it tends to lead to more negative statements, calls of me lying and people trying to dissect every word for a "GOTCHA!" moment. When the topic is something contentious, I'm usually I'm just rephrasing our previous statements and don't have much in the way of new info to present.
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purifyweirdshard
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Post by purifyweirdshard on Feb 5, 2019 12:42:50 GMT -6
Kickstarter comments do give a skewed view of community sentiment because four or five people can end up dominating the discussion. People with questions or positive comments usually won't weigh in when that happens. KS also doesn't allow for any moderation, which is a good and bad thing. I would like to be able to remove all the posts where people are just insulting each other so it was a more welcoming place to talk. However, it would be bad for a KS owner to be able to remove posts that are critical without cause. Indeed, but hey what do you think about passing on the idea about the game having a shop/trading feature between players using asynch online? lol. It was in IGA's previous games, but limited unfortunately to local ad-hoc connections on portable consoles or physical link cables. Likely it's too late, it's already in the game, or wouldn't work out otherwise for some reason. Next time is always a possibility, though. I can't imagine Iga hasn't already thought about this however...hmm Also of course the visuals feedback. Sorry I'm probably asking you to note things you've already taken down
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Post by Time 4 Tea on Feb 5, 2019 21:05:05 GMT -6
purifyweirdshard - I had no idea you were Brent Taylor! You and a handful of other posters on the Kickstarter page are the voices of reason over there. It is nice to have some voices of reason to jump into the fray. When I post and try to present a reasonable point, it tends to lead to more negative statements, calls of me lying and people trying to dissect every word for a "GOTCHA!" moment. When the topic is something contentious, I'm usually I'm just rephrasing our previous statements and don't have much in the way of new info to present. Without sounding too preachy - please keep in mind that many of the posts on Kickstarter are from a vocal few and don't represent the majority of backers so don't let them get you down. I'm very hyped for this game and am overall pleased with most of the updates. I think the lighting has greatly improved and with the recent release of the ESRB rating we may see the game released sooner than expected.
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Post by Lepstadder on Feb 5, 2019 23:13:14 GMT -6
I'd choke on a biscuit if IGA pulled a fast one by releasing the game early March. Just a funny thought, but now that I have psychologically modified my thought process, I am unironically counting on it. I can already hear the violins from the Voyage of Promise.
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Post by Mr. Welldone on Feb 6, 2019 14:51:17 GMT -6
I'd choke on a biscuit if IGA pulled a fast one by releasing the game early March. Just a funny thought, but now that I have psychologically modified my thought process, I am unironically counting on it. I can already hear the violins from the Voyage of Promise. DIE, MONSTER! YOU DON'T BELONG IN THIS WORLD!
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Post by Time 4 Tea on Feb 6, 2019 20:44:21 GMT -6
I'd choke on a biscuit if IGA pulled a fast one by releasing the game early March. Just a funny thought, but now that I have psychologically modified my thought process, I am unironically counting on it. I can already hear the violins from the Voyage of Promise. Speaking of psychological modifications - every time I read your username my brain absolutely insists on interpreting it as "Stepladder". It's amazing the tricks the mind can play.
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Post by hyugakojiro on Feb 8, 2019 17:36:42 GMT -6
Joined the message board today so I could share my feedback regarding the new visuals; I previously posted on the Kickstarter board as Onizuka E. Initially I thought that the new visuals appeared to be an improvement over the visuals from the demo but something still didn't feel right with the new look. After comparing the new screenshots with some of the earlier screenshots of the game I figured out why: Instead of creating high quality textures (which have degraded with each new build of the game) for the existing assets and making minor adjustments to key assets as required, the new look is changing key assets to be more generic, blocky, and unrefined to better match the type of lower quality textures displayed in the most recent version of the game. The game appears to look better at first glance because the assets and textures are a better match, but what's created by doing so is a less ambitious, less impressive, and less refined experience. When looking at the original build of the game, every asset/part of the level had a certain sense of beauty to it and looked even better when combined with the rest of the environment. In the new build nothing looks particularly impressive by itself or when combined with the other assets; it's just a grouping of generic and uninspired looking assets. Take a look a these two screenshots back to back to see for yourself (used high quality screenshots so feel free to enlarge them): I'm certainly appreciative of the Bloodstained team for listening to us backers and revisiting the visuals and bringing the 2D powerhouse Way Forward on board, but in my opinion the new approach is doing the opposite of what needs to be done to realize the visuals that ought to accompany a modern day Igavania game. Instead of lowering the quality of the game's assets to match less refined textures, the team should created more refined textures to complement the game's current assets which were part of IGA's original vision for the game. Focusing on layered depth perception as seen in the screenshot of the game's earlier build by blurring more distant layers would also be appreciated.
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Post by purifyweirdshard on Feb 8, 2019 17:53:38 GMT -6
hyugakojiro I think it should be noted that the shot you're using there may have not been an actual build of the game, but a shot created for the demonstrative purposes of the shader vote it was featured in. This was back in January 2016, well before even the E3 2016 demo build, which was around when we first saw and knew of the game running in some capacity. Previous to that (by only a month), there was this mock-up used for a similar purpose: Regarding that and the one you posted, in the update featuring yours, Iga said: While I agree myself that this look/detail etc was gorgeous, I don't think it was at any point either "the game". Even so, I believe that the current style used can get us to where the game looks more like that than what we'd seen of that room in the demo. For best comparison, I think the 2016 and 2018 demos should be used instead of the early voter shots. Edit: Something else I should mention, the two "shader example" shots were only a month apart from each other. Dec 15 and Jan 16.
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Post by hyugakojiro on Feb 8, 2019 18:56:19 GMT -6
Wasn't tracking that, thanks for pointing that out. It does look gorgeous doesn't it.
How so? Looking at the new build they're using simpler assets with simpler textures. While one could make the case that the game is now more visually consistent (although at a lower standard) it's not the same as saying it will look closer to the composite screenshot which has more detailed assets (closer to the previous demo versions) with far superior textures and art direction. Seeing as the Vita is no longer supported I think they ought to make the most of the assets they have by upgrading the textures so that it will look closer to that concept art which I think most of us would agree is what a current-gen Igavania game should look like.
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Post by Angel-Corlux on Feb 8, 2019 19:06:19 GMT -6
Purify is correct, a similar example would be when Nintendo put out a full visual demo of what they wanted to achieve with Twilight Princess, and then the actual game that came out.
This was the original "vision / tech demo", and this is the end result. (that came out on the next gen btw lol)
Not to say that they lied or the final result was bad or anything, I've played twilight princess three times and loved it, just to point out that this is a common occurrence in the industry.
Regarding the specific process that's been happening with Bloodstained, part of the incredible workload the team took on as a result of the feedback from the Beta Demo has been completely remaking tons of assets from scratch, and in many other cases upgrading them drastically.
I'm a graphics nut myself, and no matter how you look at it visuals are important, so I'm happy to reassure you that although there were times in the past where the visuals were (in the public's eyes) getting worse over time, internally we're actually putting a lot of work into them and they're only getting better.
What I really suggest doing, is comparing that exact same screenshot from the KS update to the exact same spot from the Beta Demo. Try to look at all the details, and how they've changed.
Books have gone from shapeless, textureless blocks to actual books, candles now glow, textures are higher res, room exits are subtly highlighted for gameplay cues, effects lighting and environment lighting is completely night and day, the list goes on and on...
...and that's just a single screenshot...
I'm planning a "before and after" video beat for the marketing campaign, and when everyone sees the amazing transformation in its entirety I'm pretty sure it's gonna put any concerns to rest.
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Post by purifyweirdshard on Feb 8, 2019 20:04:11 GMT -6
I can make what Angel is suggesting easy: photos.app.goo.gl/ExbtEPP8LR75MPXy5Otherwise, I hear you and agree. I used that old pic myself in the big graphics thread we had, and the team definitely take that feedback to heart. I'm confident that when you see the rest of the game and the video Angel's talking about (which I only just now have heard of myself!), you'll feel a little better about it
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Post by hyugakojiro on Feb 8, 2019 20:06:00 GMT -6
Angel-Corlux , I was addressing the newly created assets depicted in the latest screenshot (current game build) in my previous statements having compared them to the previous rendering of the same room: The two are certainly quite different. Many of the newer and simpler assets blend better with the character models, however this comes at the expense of a loss of fidelity and detail compared to the previous iteration of the room. Ironically the concept art that is pictured in my previous post seems to have the perfect blend between photo-realism and shading to provide a seemingly natural space for the character models to inhabit. My point in the previous post was that if you're going to rework the graphics why not look to the former art direction for inspiration and upgrade the textures of existing detailed assets instead of creating new assets that while more compatible with the characters in terms of shading appear overly simplistic.
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Post by Feenecks on Feb 8, 2019 20:08:23 GMT -6
Wow purify! Compared to that how it looks now is almost staggering! Sometimes it's hard to tell without looking at it back to back and I didn't really notice the huge improvement. Memory makes graphics look better than how they actually are for some reason.
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Post by hyugakojiro on Feb 8, 2019 20:27:47 GMT -6
I can make what Angel is suggesting easy: photos.app.goo.gl/ExbtEPP8LR75MPXy5Otherwise, I hear you and agree. I used that old pic myself in the big graphics thread we had, and the team definitely take that feedback to heart. I'm confident that when you see the rest of the game and the video Angel's talking about (which I only just now have heard of myself!), you'll feel a little better about it You beat me to it lol Went back to the kickstarter comments to find the image you linked to a few days back to insert it into my post. Should have waited a few minutes then I would have seen it in your new post here.
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Post by purifyweirdshard on Feb 8, 2019 20:34:22 GMT -6
Hahaha, I was certainly thinking that screenshot looked familiar
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Post by Scars Unseen on Feb 8, 2019 21:02:21 GMT -6
I prepared a full size screenshot comparison so you can see all the details that changed without needing to change tabs or look at a smaller image. <Link>I would say it actually has more detail overall, but some of the more weird and distracting details(like the odd almost glowing decay on the desk) were removed. Meanwhile, the chalkboard isn't blurred anymore, some of the other background elements are more distinct, and hey! Johannes has a bed to sleep in now, so that's nice.
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Post by Pure Miriam on Feb 9, 2019 0:56:59 GMT -6
I know this is stupid, but for some odd reason, i really like this picture It's a very early build, but it bring back memories, when things was starting. When i saw this, i thought "damn, this game is going to look good, it's Igavania all over again!" Not only that, buut, although i'm much more focused on gameplay and fun factor than graphics, on Igavanias i always look at the graphics and "dream on". Like...look at that picture. Such a nice room. What exists beyond that door? The sky is red, i wonder what lies beyond those windows, things like that. And look at us now. Discussing texture details in a MUCH BETTER, MUCH HIGHER graphic level. I usually don't care too much about graphics. Of course i want the game to look great, but if the game stayed like that picture and had the same fun gameplay it has today, i would be satisfied. Also, i love that room. Kinda reminds me of the "Miriam's room" idea that, to this date i don't know if it is gonna happen or not.
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Post by Scars Unseen on Feb 9, 2019 2:50:18 GMT -6
Pure Miriam Mostly that screenshot reminds me of the orthographic vs perspective projection thread.
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Post by hyugakojiro on Feb 9, 2019 7:56:18 GMT -6
Pure Miriam I think this picture is from the same early build as this video (a look beyond the door you referenced so to speak): As you said it's an early build yet what it had nailed down without question is the hallmark CV art design including the selective but strong use of color. The problem is that the current build of the game does not incorporate this signature aesthetic at all. I feel the same as you do about receiving a game that is less graphically powerful but includes the signature CV art direction. It's like the Castlevania games developed by MercurySteam, the graphics are at a much higher level than anything that came before but the visual heart and soul of the game has been stripped away. The current version of Bloodstained feels like that to me. With Inti Creates, IGA had a partner that fully understood and could deliver on the classic CV aesthetic as displayed by the concept art and earliest build of the game. But this understanding was completely lost when they left the project. It's great that the team is revisiting the visuals, but I don't see this effort addressing the real elephant in the room.
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Post by Scars Unseen on Feb 9, 2019 8:45:55 GMT -6
hyugakojiro Inti Creates left largely because they weren't familiar with Unreal Engine 4 and weren't able to produce. Them leaving has nothing to do with the art direction of the project: that had already been decided long before they left. What you just posted wasn't a build of the game at all, but just a mock up to work on basic concepts. It was posted before the campaign itself was even finished.
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