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Post by hyugakojiro on Feb 9, 2019 9:17:44 GMT -6
Scars Unseen I think you may be missing my point which is that whatever you want to call the playable segment in the video, it captures the visual feel of what a modern Igavania game ought to look like, at least in my opinion as a fan of IGA's work. The creators of the mock-up understood what the game ought to look like and the visuals depicted in the playable segment reflect this.
Based on my understanding Inti Creates created the original sprite based concept art, the screenshot I originally posted, and the playable segment in the video. Each of these assets have different levels of graphical finesse but they all represent an understanding and an ability to visually depict the look of a modern day Igavania game. It just looks right.
Now compare that to the visuals we've been shown since their departure from the project and a different picture begins to emerge. The art direction is clearly not the same.
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Post by Scars Unseen on Feb 9, 2019 13:19:22 GMT -6
hyugakojiro Right. The art direction took a turn as soon as IGA took control of the project. In that video, he implied that it was his first time seeing it, and that's not the direction he went in. And I'm pretty sure IGA knows how to make a Castlevania game. To be clear, I think the current art direction looks fine. It's not perfect, and I've indicated as such before, but if the latest update is an indication, it's still improving as they refine the lighting and textures. To further clarify, I'd say that both the screenshot posted in the previous page as well as the video you posted would have been worse than what we have currently, as while the lighting is pretty on point in both cases, the backgrounds themselves are basic and lackluster. I've said before that if they could take what they have now, abstract some of the textures to be more in line with the character shaders(which they've done to an extent in the update) and get the lighting to reflect the initial concept art, it would pretty much be on track. It's hard to form a full opinion on the changes made based on a couple of screenshots from a single room, but the lighting does seem to be improving, and the current update is, in my opinion, the best the game has looked since the project began. Either way, Inti had a hand in the way the game looked for the initial E3 demo(though I think they left the project shortly thereafter), so trying to blame their departure for whatever it is you don't like(unless what you don't like is the new lighting update) is a bit off the mark.
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hyugakojiro
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Post by hyugakojiro on Feb 9, 2019 18:02:39 GMT -6
Scars Unseen That's the first time him seeing and playing the actual demo set up by Inti Creates, yes. However you can't really say that's not the direction they went with since we saw the boat in 2016 when Inti Creates was still on board and not that specific part of the castle. From the video Iga seemed quite impressed with the display in front of him. Looking at the video I would find it hard to see how he would be dissatisfied with the product. Not tracking your point. Looking back, the 2016 demo looked excellent for the point in time it was released, at least in my opinion. I really didn't track this project very closely because I was under the impression that they were on the right track after seeing the videos of it. However when you compare the 2016 version to the 2018 version you can clearly see how things went wrong after Inti Creates left. Here's a compare I posted on the Kickstarter board a few months back, you can clearly see the loss of detail I've talked about in previous posts as well as other changes in art direction such as the stylistic usage and contrast of shadows and bold colors CV is known for: That's why I believe that the game looked best up until Inti Creates left. Different people have different tastes in art direction. I agree with you that by doing so the game will look more consistent as a whole compared to the 2018 build. However I disagree that I'm fine with the game looking like that. We can agree to disagree on varying art styles. CV has a long history, some people may want the game to look and feel more like DoS rather than AoS and some might even prefer the style and feel of the PS2 3D ones or even the Mercury Steam ones. Different strokes for different folks
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Post by neff on Feb 9, 2019 18:27:52 GMT -6
I know its just the resolution of the tiny picture, but the the way it makes Miriam and Johannes look like faceless sprites has a nice retro look to it...
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Post by purifyweirdshard on Feb 9, 2019 22:02:45 GMT -6
I think that in total, only the camera-facing bricks framing the stage could be said to look worse as far as texture detail, and that may only itself be temporary if procedural generation kicks in a little bit more.
The lack of detail in the ship when comparing 2016 to 2018 is best seen in the map room, which is something we pointed out and I expect to be fixed now.
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Post by hyugakojiro on Feb 10, 2019 19:31:44 GMT -6
Brent, yes the camera-facing bricks that frame the stage are rendered quite differently compared to the quality of the assets in the 2016 demo. From 2017-2018 there was a cut in quality (textures and/or polygon count?) but the assets were still aiming for a look that incorporated a sense of realism even if it wasn't executed as well. These new assets are simpler in both design and shading. There's no longer an attempt to blend realism and art in my opinion. Instead it has a more cartoon-ish 3D look to it that would feel more at home in a game like Crash Bandicoot.
This is very unfortunate considering how well these types of assets looked back in 2016. And its not just the rocks in the foreground. Look at the columns/pillars in the foreground and in the mid-section of the room, and the stacked stones that make up the arches connecting the columns, the same applies to those assets. Just because the 2017-2018 look didn't incorporate a sense of realism as well as the 2016 version did doesn't mean it should be abandoned altogether.
In addition the new look, based on what's been shown so far, is too generous with the application of strong colors. Yes strong colors are an important part of any CV game but this look is much too generous and uniform in its application of bold colors throughout the stage and especially moving from the foreground to the background. In the current build there is also a more conservative application of shadows to contrast these colors when compared to the 2016 version for a room this size.
My recommendation to Way Forward would be to look at both the art direction of the concept art and concept execution up to the game's demo in 2016 for inspiration on improving the visuals of the game. We are lucky to have a team as talented as them working on this project that in my opinion is just as capable as Inti Creates on delivering the look that was originally showcased.
It would be much appreciated if the team at 505 Games would forward this feedback to the development team. Thanks.
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Post by Arsenical on Feb 10, 2019 21:23:36 GMT -6
Development is at its peak, we even have an official rating by the ESRB and the dev team is at the bug fixing stage. the game is literally a couple months away after almost 4 years of development. Remaking assets and sudden work on the art direction its very unlikely to happen at this point.
The 2018 demo had so many flaws we even had a strong discussion about the art and graphics downgrade. i absolutely agree with you about how the assets they are using now look simple and less detailed but honestly i don't think thats to bad and we cannot take the 2016 demo to generalize the entire game because all we had was the Galleon minerva. If i recall correctly, we were told that 2018 demo had detail removed and other things lowered in order to allow the game to be played with weaker computers. (or am i making this up?) the thing about the 2018 demo was exploration, crafting, and general testing to get feedback. the lighting was a mess and the textures look wrong and incomplete, that is not a secret or something we the fans can defend, and hence why IGA decided to delay the game to improve that aspect and so far im not dissapointed.
the Galleon Minerva being the first stage you get to see and explore. They Really need to make it look pretty and consistent, and obviously i would prefer a ship with rotten wood or at least actual wood instead of plastic and play doh walls. but we will earn the right to rant about that when we get an actual picture or gameplay of the final build of the game and not just a picture of a random room followed by official staff members telling us that what we see is not final. sadly is not posible for them to please everyone, specially when we as customers don't know whats going on behind the scenes.
must mention that while i prefer how the ceiling and some bricks looked in that 2018 Alchemy room, I honestly think the newest one looks way better. btw mentioning the current look fits in crash bandicoot triggered me hard for some reason.
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Post by Redogan on Feb 11, 2019 14:02:52 GMT -6
Brent, yes the camera-facing bricks that frame the stage are rendered quite differently compared to the quality of the assets in the 2016 demo. From 2017-2018 there was a cut in quality (textures and/or polygon count?) but the assets were still aiming for a look that incorporated a sense of realism even if it wasn't executed as well. These new assets are simpler in both design and shading. There's no longer an attempt to blend realism and art in my opinion. Instead it has a more cartoon-ish 3D look to it that would feel more at home in a game like Crash Bandicoot. This is very unfortunate considering how well these types of assets looked back in 2016. And its not just the rocks in the foreground. Look at the columns/pillars in the foreground and in the mid-section of the room, and the stacked stones that make up the arches connecting the columns, the same applies to those assets. Just because the 2017-2018 look didn't incorporate a sense of realism as well as the 2016 version did doesn't mean it should be abandoned altogether. In addition the new look, based on what's been shown so far, is too generous with the application of strong colors. Yes strong colors are an important part of any CV game but this look is much too generous and uniform in its application of bold colors throughout the stage and especially moving from the foreground to the background. In the current build there is also a more conservative application of shadows to contrast these colors when compared to the 2016 version for a room this size. My recommendation to Way Forward would be to look at both the art direction of the concept art and concept execution up to the game's demo in 2016 for inspiration on improving the visuals of the game. We are lucky to have a team as talented as them working on this project that in my opinion is just as capable as Inti Creates on delivering the look that was originally showcased. It would be much appreciated if the team at 505 Games would forward this feedback to the development team. Thanks. I disagree with your opinions on how the game looks. I feel that the game looks fabulous and has only improved from the beginning. I hope that the development team continues to make the entire game look as good as those recent screens.
I feel it is unnecessary, at this point in development, to submit this kind of thing to the development team. And I feel it is way too late to be changing how the game looks (unless we want the game to be released in 2020 or beyond). If this feedback IS forwarded on to the dev team, please also let them know that the poster's opinion is not universally shared among the community. Thanks.
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Post by Cale on Feb 11, 2019 15:31:13 GMT -6
I doubt anything will change at this point, but hyugakojiro is not alone is his or her opinion of the look of the game. Quite a few have voiced their opinion since the survey at the start about art direction. It's not something that will be redone at this point, but we surely haven't been silent all these years. The visuals aren't as important to me as gameplay and it won't be a point that sours my gameplay, but I definitely like the darker, more textured look of previous shots. If the game is as close to release as people are making it out to be then this will basically be the final look of the game.
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hyugakojiro
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Post by hyugakojiro on Feb 11, 2019 17:44:15 GMT -6
Arsenical Except this is exactly what's happening right now judging from the most recent updates, official statements and the amount of re-working that went into the most recent screenshot (basically rebuilt the room from scratch). Yes the game is inching ever closer to release but the game isn't just one monolithic project but a collection of individual tasks, most of which are done or almost complete, with the notable exception of the visuals which are being actively re-worked by Way Forward as a result of the feedback this community provided in this thread and others.
This is the time to make your opinion heard whether you agree or disagree with me. Whether or not you've voiced your opinion at any point in the past, please don't miss this opportunity to share your feedback now with regards to the new visuals. There may be a limit to how much can still change, but they are actively reworking the graphics as we speak, that much is for certain, and they're doing it with a different team in place than they had in the past (that alone is a game changer). Also as far as the release date goes, all I've heard about it so far is that it's in 2019 and not in December (I think). Everything else is an assumption by fans like you and me. Agree with you to some extent. There's only so much you can infer from one area but it's worth noting that the art direction was still consistent with all the content released up until then and the historical look and feel of CV as a whole. We also have this video where IGA plays a segment of the castle in the Oct 2016 build (starting at 1:17). A short and nostalgic video introducing the castle itself. Did a lot of reading and catching up on this project the last few weeks and while I do recall this being suggested by members of this board as a plausible explanation for the graphical downgrade I never read this being confirmed or stated by members of the official team. I highly doubt that this is the case though, since the team could have dispelled backers' concerns when they first encountered the issue and they wouldn't have had to bring Way Forward on board to change the game's graphics. The gameplay showcased in the demo is great, no doubt about it. I'm a bit skeptical about the sub-quests but that's a minor concern in the grand scheme of things. I have every confidence that the actual game mechanics will at least be on par and likely better than the Igavanias of the past. Nothing I've seen so far makes me doubt that. Agreed. My hope is that the visuals will be both consistent for the game as a whole and that the graphics will be consistent with the visual legacy and art direction of IGA's past games and the CV titles preceding him. I think we ought to strike while the iron is hot and while they're still in the process of editing the game's visuals. Being backers of the project gives us that right imo. That's absolutely true. However I do feel that from the outset this game was designed to look a certain way and was marketed as such and therefore the team ought to do it's best to deliver on these terms to the best of their ability. Worth noting that said ability just got a major boost with Way Forward on board so I'm still very much optimistic about what can still be achieved. If you have a preference let it be known now or forever rest in silence (or at least until the next Kickstarter). Sorry about the triggering, but that's just what came to mind after deliberating on the newest screens. This is one of those things that's hard to unsee once you've seen it. If you go back and compare the newest screenshots to SotN, Aria, or the DS games it's quite striking to say the least. If Crash Bandicoot had an alchemy lab in one of his games it could look just like this one. I do think the room looks better now than it did in 2018 all things considered but it does so by borrowing assets from what I consider to be another game. This is why to me the room looks both better and worse at the same time.
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Post by hyugakojiro on Feb 11, 2019 18:01:29 GMT -6
Brent, yes the camera-facing bricks that frame the stage are rendered quite differently compared to the quality of the assets in the 2016 demo. From 2017-2018 there was a cut in quality (textures and/or polygon count?) but the assets were still aiming for a look that incorporated a sense of realism even if it wasn't executed as well. These new assets are simpler in both design and shading. There's no longer an attempt to blend realism and art in my opinion. Instead it has a more cartoon-ish 3D look to it that would feel more at home in a game like Crash Bandicoot. This is very unfortunate considering how well these types of assets looked back in 2016. And its not just the rocks in the foreground. Look at the columns/pillars in the foreground and in the mid-section of the room, and the stacked stones that make up the arches connecting the columns, the same applies to those assets. Just because the 2017-2018 look didn't incorporate a sense of realism as well as the 2016 version did doesn't mean it should be abandoned altogether. In addition the new look, based on what's been shown so far, is too generous with the application of strong colors. Yes strong colors are an important part of any CV game but this look is much too generous and uniform in its application of bold colors throughout the stage and especially moving from the foreground to the background. In the current build there is also a more conservative application of shadows to contrast these colors when compared to the 2016 version for a room this size. My recommendation to Way Forward would be to look at both the art direction of the concept art and concept execution up to the game's demo in 2016 for inspiration on improving the visuals of the game. We are lucky to have a team as talented as them working on this project that in my opinion is just as capable as Inti Creates on delivering the look that was originally showcased. It would be much appreciated if the team at 505 Games would forward this feedback to the development team. Thanks. I disagree with your opinions on how the game looks. I feel that the game looks fabulous and has only improved from the beginning. I hope that the development team continues to make the entire game look as good as those recent screens.
I feel it is unnecessary, at this point in development, to submit this kind of thing to the development team. And I feel it is way too late to be changing how the game looks (unless we want the game to be released in 2020 or beyond). If this feedback IS forwarded on to the dev team, please also let them know that the poster's opinion is not universally shared among the community. Thanks.
Agree with you that we ought to listen to all voices. Many times the direction of change is dictated by a small but vocal minority. With a project like this that encourages user input we all ought to make our voices heard until the very end. This is not like SotN or IGA's other games that were built in isolation by him and his team. IGA chose to open up the process and to include backer feedback so we all need to make our voices heard and known so that the game can be the best it can be all things considered.
PS: Couldn't help but notice your signature block, I'm also very much looking forward to playing Sekiro. Longtime Tenchu fan here so my expectations are quite high for that game
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hyugakojiro
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Post by hyugakojiro on Feb 12, 2019 18:33:37 GMT -6
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Post by Deleted on Feb 12, 2019 19:04:55 GMT -6
Dang, the character customization system looks a lot more robust than I remember! I hope it won't take me too long to find the treasure chest where those eyebrows are hidden.
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Post by Scars Unseen on Feb 12, 2019 22:02:16 GMT -6
Can we save the troll posts for their own topics? They can be quite funny when posted as an actual joke thread, but here it just feels like you're trying to crap on the community.
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Post by purifyweirdshard on Feb 13, 2019 9:07:58 GMT -6
I think that in total, only the camera-facing bricks framing the stage could be said to look worse as far as texture detail, and that may only itself be temporary if procedural generation kicks in a little bit more. The lack of detail in the ship when comparing 2016 to 2018 is best seen in the map room, which is something we pointed out and I expect to be fixed now. hyugakojiro I already covered this in the post above, but to be more clear and specific since you may have not been privy to the applicable updates and posts, you should check these out - this thread in general (and of course the update it's discussing) and the post I'll quote. bloodstained.forums.net/thread/2110/update-bloodstained-uses-procedural-generationHey there! As always, thanks for all the responses. Fangamer Steve did an incredible job with the comparison video! We've noticed we made the ceiling too dirty after sending in the video, but I think it proves a point. When we caught onto that, we all thought, "Well, we just need to adjust some sliders. Want to do that now?" and adjustments can be made in mere seconds. I personally feel some parts are too much (ceiling) and we definitely need more adjustments. I've had the privilege to give some aesthetic suggestions during the environment adjustments and it's been really great seeing the improvements. JoJo Hm, I can't give you definite answer but it's highly unlikely to have on off option for it. The only reason we have the non-procedural version of this area is because this was made before we decided to change development structure - creating hand drawn texture. I believe the ship and this area were some of the few that already implemented hand-drawn textures. If we were to create an option to switch it off, then we would have to first create the whole game with hand-drawn texture AND another with procedural generation. If we take off the procedural generation of the grime texture of the pillar, it would just be a smooth solid object. The video of course being referred to: What I meant originally with what I said is, the smoothness of the blocks that frame the stage are not a degrade/loss of detail or attention so much as more likely a choice for one or all of the following: stylistic, practicality, playability - because the thing that's missing here is only an in-engine feature that they can enable, disable or adjust via sliders as necessary. I could argue that it's probably preferable to use their own hand-created textures rather than the "auto UE4 detail ones", as good as that may look or seem in certain isolated contexts. More what I meant on practicality and playability - an important feature of the stage's design is leading the player's eyes appropriately and the overall feel they get from the atmosphere, because the experience playing a game and paying attention to what you're doing is much different than soaking in individual pieces of the entirety of a stage separately each moment you see a new one (i.e. analyzing screenshots). I could see how they might want to focus detail and darker areas in the middle of the screen/background as opposed to the foreground; your eyes stay focused on what you should see in the middle there while the clear, cleaner, brighter outline of the stage doesn't need to be dissected in your periphery. Of course, if that needs to have some adjustment or they change their mind, again I expect that to be a very simple matter of changing some of the engine features again rather than an actual loss/gain of quality. As Mana said above though, it's likely too a balance of hand-created vs semi-automated.
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Post by Deleted on Feb 13, 2019 15:58:22 GMT -6
I don't believe this is real, those last 3 pictures look too high quality for Bloodstained.
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Post by purifyweirdshard on Feb 13, 2019 16:17:43 GMT -6
Does this look like Crash Bandicoot to you still? A new look at graphics. Eru, not sure what you're seeing.
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Post by Cale on Feb 13, 2019 16:26:09 GMT -6
Ya, lighting is still bizarre and the background is waxy. Nice to have a release window though, and I still think the menus look great. Edit: Also Mana's art looks amazing!
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Post by Deleted on Feb 13, 2019 18:06:55 GMT -6
Does this look like Crash Bandicoot to you still? A new look at graphics. Eru, not sure what you're seeing. Nah, it still looks worse. It's bit shinier now but graphically it's bad as ever, dodgy animations, ugly models, low texture background, nonsensical lightining. 3/10 and I'm being kind. I'm seeing same thing as anyone who doesn't suffer from low standards disorder. The box art is really nice tho. Shame that's about it.
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Post by Redogan on Feb 13, 2019 18:55:52 GMT -6
Game looks great! I don't see what eru is seeing either purifyweirdshardYou just can't please some people. Bloodstained already looks better than I ever expected it to. Keep up the good work IGA and team!
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