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Post by Pure Miriam on Feb 18, 2019 2:47:43 GMT -6
Normally, i don't do what i'm going to do now. I don't usually speculate that much, i prefer to ask questions and base what i think on facts. But it is a fact (ha) that most other modes in Bloodstained: Ritual of the Night wasn't touched much more than what was revealed on kickstarter. Bloodstained: Ritual of the Night will be released on summer 2019. We don't know if ALL modes will be on the game from the start or if they will be released later on, but they will exist, that's for sure. With so little information about how each of those other modes will work, and with the game close to be released, i decided to speculate and made up what i think they will be and how they will work, based on what we know so far. I want to know your opinions and if you guys have any other ideas. I don't think these stretch goals and modes will be talked about too much before the game's release, aside, maybe, from some marketing campaign of some sort, but if we see how it was for past Igavanias, these things were never really completely revealed. I did threads and asked about other modes and such before, but this is, i think, the first time i'm actually going to speculate about them. I'm not going to speculate over ALL Stretch goals and modes, because some of them i clearly have NO IDEA how they will work. Just the ones i can. Here goes: SECOND AND THIRD PLAYABLE CHARACTERS
MY SPECULATION: Zangetsu and Dominique. Their modes will have some small bits of plot (a bit like Sisters Mode on Portrait of Ruin) with some context, but they will not have equipment screen, gear or anything too deep. Like other Igavanias, they will have some sort of abilities that gives them enough powers and skills to traverse the whole game from the start, with level and exp for them to level up. Extra playable characters evolved with time on Igavanias, but i can't think of much more than this. HOW TO UNLOCK: Zangetsu will be unlocked first, after beating the game for the first time and Dominique, after beating the game with Zangetsu. NIGHTMARE DIFFICULTY MODE
MY SPECULATION: Enemies from later areas of the game will show up beforehand. Overall, enemies will have higher stats and some traps (spikes and such) will be much more lethal than it was before. HOW TO UNLOCK: Beating the game will unlock hard mode. Beating again (on hard) will unlock Nightmare. BOSS RUSH MODE
MY SPECULATION: You will be able to fight against all bosses, one after another. You will choose a save to use as data and Miriam will be locked at a certain level, with all gear, shards, techniques / mastery from that save carried over to the Boss Rush Mode, but with a limited inventory on healing itens. Finishing Boss Rush quicker awards you with exclusive stuff you can't obtain anywhere else, and that will be carried over to your save. This is the classic take on Boss Rush and i honestly don't see how they could do something different than this. HOW TO UNLOCK: Beating the game for the first time. RETRO LEVEL
MY SPECULATION: A specific area of the castle, for magical / dimentional / unknown reasons, when entered, looks like a 8-bit region. Miriam, her powers and everything will be rendered 8-bit, just inside that specific level (although i really think this is too much work for a small piece of the game, but it is a stretch goal and i can't think how it would work otherwise). HOW TO UNLOCK: it is an optional area of the castle, probably unlocked by finding some key or something like that. CLASSIC MODE
MY SPECULATION: Using the same graphics and such, it will be a mini-game with the same hard old-school limited gameplay of old Castlevanias (like Super Castlevania 4 on SNES, for instance). Insta death areas and holes, limited control when jumping, limited weapons and/or shard usage, limited number of lives and such. They promised six "punishing" stages but i believe it will be a bit more than that. HOW TO UNLOCK: Beating the game for the first time. ROGUELIKE DUNGEON
MY SPECULATION: Procedurally generated dungeons. Every time you choose this mode, the game randomly generates a dungeon using the game's assets and procedural technique, where you go from point A to point B to fight a boss. Most probably simple architecture, maybe some default locked doors that needs to be opened by finding keys or switches. No saves and if you die, it's over. Time to generate another dungeon. They said you can get a code to share the dungeon you generated with a friend ONLY if you beat the boss. HOW TO UNLOCK: Beating the game for the first time. BOSS REVENGE
MY SPECULATION: You will be able to choose a boss to play inside a specific map made for this mode, fightning against enemies of the game with bosses being the game's heros (Dominique, Zangetsu, Johannes, maybe Alfred and Gebel, with Miriam as last boss, most probably). Not all bosses will be avaliable, most probably only the "human-like" ones (like Bloodless). HOW TO UNLOCK: Beating the game for the first time. These are my speculations. What yours? That's all folks!
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Enkeria
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Post by Enkeria on Feb 18, 2019 7:22:56 GMT -6
I pretty much have the same theories
Hard & Nightmare Difficulty Higher difficulty you mention enemies have traps. I do not think so. Perhaps they are either more aggressive with their attacks, faster or just have more health. Nightmare difficulty on the other hand swaps the enemies, having late enemies early and double the amount if needed, still with sameaggressive behaviour from "hard" but like I said, the end tier of monsters, and more of everything everywhere. The grind would be so much easier if you can handle the lesser enemies unless the % of items is dropped. While hard difficulty have a reward of actually giving you a higher % from the start?
Boss Rush I really hope the rewards are stuff that makes no difference. I do not like when people get things out of the main game which might be needed in the main game to actually make faster progress. I am against those things. If its an alternative to whatever we can find in the main game, or "fluff" items so to speak which adds nothing to how you actually manage to beat the main game, then I am all for it.
Rewarding people for finishing the main game should be absolute, not any other side-mission, mode or quest should give you any remotely powerful which can be used elsewhere. If you find the ultimate weapon, then I would rather see it locked inside of Boss Rush Mode only.
And Yeah, I doubt I will ever finish Boss Rush Mode, I am more about easy gameplay than hard.
Retro Level I think its 1 room you pass by. Nothing to actually do inside of it. And also I believe they could make it easy for themselves and use a filter just to pixelate everything. This is what I expect. This is not what I am hoping for. I hope for a bigger area where you actually can beat enemies and such. I am keeping my expectations low as you can see, because this Retro Level is what I am most hyped about with all the additional kickstarter content.
Boss Revenge Mode You pick boss, you play as that boss in their natural environement and area, and they all meet the 3 playable characters, since they have fully animated attacks. You might be able to pick whom you wanna fight against, or its random.
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Pure Miriam
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Post by Pure Miriam on Feb 18, 2019 9:03:38 GMT -6
Enkeria By traps, i meant scenario traps. Like, in Order of Ecclesia, we have spikes that hurt you. On harder mode, these spikes gives way more damage. That's what i meant. About Boss Rush, i know you didn't played the other "Vanias" aside from Symphony, but that is a mechanic from some other games. Boss Rush exists in: Harmony of Dissonance, Aria of Sorrow, Lament of Innocence, Dawn of Sorrow, Curse of Darkness, Portrait of Ruin and Order of Ecclesia. In Aria, Dawn, Portrait of Ruin and Order of Ecclesia, you get prizes by finishing quickly. Usually, the faster you finish, the better the prize, but you get only once each one. So, finishing to get prize "A" two times, will give you prize "A" (first time) and "B" (second time) until you get everything, so you basically need to repeat Boss Rush for the same number of prizes it can give you, always beating the fastest possible. The prizes are usually weapons and gear that you cannot find anywhere in the game. They are usually great stuff, yes. For instance, Aria of Sorrow gives Valmanway (Crissaegrim from SOTN under other name), if you finish Boss Rush under 4 minutes. There is no other way to obtain it. Valmanway is the BEST sword in the whole game. (Claim Solais, Soma's signature weapon, is the strongest, but Valmanway is better due to the fast speed of it's attacks). So, that's why i think they are going to do the same on Ritual of the Night...
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Post by Enkeria on Feb 18, 2019 9:05:56 GMT -6
Pure Miriam Ah environmental hazards / Traps. Gotcha. But that is way harder to fix than enemy-replacement. I do not think there will be additional traps. I played Harmony of Dissonance, Aria of Sorrow, Curse of Darkness and Lament of Innocennce, but never the Boss Rush. It was never appealing to me. Too bad Valmanway is top tier and not obtained in main game. :/ That sucks.
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Post by Galamoth on Feb 18, 2019 9:07:21 GMT -6
Pure Miriam This may not be a questionnaire thread from you, but I shall give my answersTM all the same!Here I go!: 1) Second & Third Playable Characters The most-likely characters to be playable alongside Miriam certainly seem to be Zangetsu & Dominique, considering how many people want them. Personally? I want Bloodless & Alfred (yes, I know it's much more likely that those two would only be playable in Boss Revenge Mode, but still...).^Despite that, I wouldn't be surprised if Gebel becomes playable down the road.2) Nightmare Difficulty ModeAs has been said in a previous update, enemy placements will be very different, and they'll be tougher to handle than even Hard Mode. I have great deathspectations for this mode (no, that's not a typo).3) Boss Rush ModePretty much the same expectations here as you. The only difference is that I also expect some bosses to require slightly-different strategies due to [likely] being in a different kind of room than the one you originally fought them in.4) Retro Level Everything except the character you control (Miriam & the other two) is rendered into retro 8-bit graphics. I'm actually expecting some humorous dialogue, too. ..."I've seen things. I've heard beeps and boops."5) Classic ModeI expect it to be challenging and punishing, but overall maybe only "Rondo of Blood" in level of difficulty. Unless they've had different ideas for subweapons, I expect the exact same subweapons used by characters who're also playable in Curse of the Moon.6) Roguelike DungeonI don't actually expect this mode to be available in the base-game, but that may be just me. Anyway, the only thing I'm wondering is how big each random-generated dungeon could potentially be (assumning it is just a single dungeon each time).7) Boss Revenge ModeI expect to be able to play as the vast majority of humanoid Bosses (if not all of them) in addition to certain Demons like Gremory, Andrealphus, and Bathin (if he's in too).... There. That should be all for now! (Yes, I do want to play as some of the demons).
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Post by warthecheese on Feb 18, 2019 9:56:31 GMT -6
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Post by RichterB on Feb 18, 2019 10:16:39 GMT -6
Totally forgot about the "Retro Level." In my mind, I'd combined it with the Retro Game, Curse of the Moon. But I see on the Kickstarter they are two different things. Nice. It's amazing how much extra content there is. I'm getting more and more hyped for the Classic Mode, too.
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Post by purifyweirdshard on Feb 18, 2019 10:37:46 GMT -6
I'll use Galamoth's colors and formatting for the categories here. 1) Second & Third Playable Characters
So, from what Angel told us some time ago, I do not expect #2 and 3 and to be Zangetsu and Dominique anymore, since he had said back then we "wouldn't be able to guess" who/what they were. This was pre-CotM era, as well. He had seemed to tease characters beyond just 3 once, as well, but I'm thinking that was 90% me reading too much into something. Here are two more likely scenarios then, I think: 2nd, 3rd (and potential 4th) character are all together in this game's version of "Julius Mode" from Dawn of Sorrow, such that - Zangetsu (Julius), Dominique/Alfred (Yoko), Mysterious Man/Gebel (Alucard) - and the final boss is a corrupted Miriam (DoS spoiler - Soma Cruz) Alternatively, and more likely than option 1, the extra characters are Mysterious Man and Zangetsu. This would have been something no one would have been able to guess back when Angel said that, because we didn't know anything about MM back then. A potential (maybe DLC) 4th character later then would be Alfred/Domi/Gebel as potentials. 2) Nightmare Difficulty ModeI'm not sure where you guys are getting that there will be a separate "hard mode", I think this IS the hard mode. Besides enemy placements and adjustments to stats/damage and so on, I hope that there is something rewarding behind it, i.e. a reason to push and clear it. I'm not sure I would really strive to finish it unless I knew there was something new/different for me at the end - even if it's something non-gameplay etc. 3) Boss Rush ModeBoss Rush is something I usually will do for the rewards, but that's all. I would say to Enkeria not to worry, because generally in these games once you are powerful, it's pretty trivial to get through the boss rush. It'd be interesting if they used something new to spice this idea up, and I expect that might be co-op (such as with PoR's). 4) Retro Level
I expect Gremory to have something to do with this, and I can picture a teleport room in the castle that looks obviously "different" such as the purple save room obviously looks different in SotN. You interact with it and would be taken to this area as a "trap" set by Gremory that ends up giving you an item necessary for the true ending (like the gold/silver rings in SotN). As for how the level is like itself, it's hard to say, but I expect the retro level and Classic mode to share some assets - i.e. the retro level would at least be 1 level of Classic. I don't think it will look exactly like CotM, and WayForward might be helping with this. Obviously Yamane, Yamada and/or virt's chip songs will be used for retro/classic content. 5) Classic ModeYeah I do not expect this to be any harder than Rondo, for instance, and certainly not NA CV3, Chronicles or Haunted Castle or something. I'm not actually sure fall death or any instant stage kill will be a thing, either, due to Iga's distaste for that. It may instead work like Rondo often does where most or all falls lead to an optional area that either just inconveniences you or has a branching area. I would love to see, in this mode, candles drop power-ups and items additional to things seen in CotM. Curse had subweapon drops of course, but it didn't have things like main weapon upgrades, the rosary, invincibility potion, double/triple shot, etc. It'd be great to have power-up items like that for each character that can play in the mode, and that's another thing - I hope and expect that all playable characters can be used individually in Classic or will be used via switching like CV3/CotM. Preferably though, if "Julius Mode" is a thing and since we already got CotM, I think I'd like instead singular character. 6) Roguelike DungeonThis is something else I'd like to see all characters available for use in. Assuming the other characters wouldn't be able to have equips, they could instead receive their Classic Mode power-up drops. I could also see the potential for this to be a multiplayer mode, since it wouldn't be under some of the constraints of the main game. I wonder if bosses will always be the same, or different? This could be really interesting and I'm looking forward to it. 7) Boss Revenge ModeAnother multiplayer candidate, and ideally to me I'd like to see it be partly like the Old Monk fight in Demon's Souls. For those unfamiliar, what happens there is, another player has a chance to assume the role of the boss when you walk into the boss room in the main game. In Igavania terms, imagine if another player was controlling Richter during the "possessed" fight just before the inverted castle, effectively simulating Shaft controlling him. That could really be something. It would be challenging, depending on the opposing player's skill, but their moveset would have the inherent weaknesses and recovery built in regardless - you would still beat the boss the same way, only difference is that if the boss' player notices you have a problem dodging a certain attack they can keep doing it lol ;p
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Post by CastleDan on Feb 18, 2019 11:07:41 GMT -6
I have a feeling one of the playable characters will be the vampire character that Robbie voices. I also think Zangetsu is a shoe in.
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Post by RichterB on Feb 18, 2019 11:19:59 GMT -6
4) Retro Level
I expect Gremory to have something to do with this, and I can picture a teleport room in the castle that looks obviously "different" such as the purple save room obviously looks different in SotN. You interact with it and would be taken to this area as a "trap" set by Gremory that ends up giving you an item necessary for the true ending (like the gold/silver rings in SotN). As for how the level is like itself, it's hard to say, but I expect the retro level and Classic mode to share some assets - i.e. the retro level would at least be 1 level of Classic. I don't think it will look exactly like CotM, and WayForward might be helping with this. Obviously Yamane, Yamada and/or virt's chip songs will be used for retro/classic content. 5) Classic ModeYeah I do not expect this to be any harder than Rondo, for instance, and certainly not NA CV3, Chronicles or Haunted Castle or something. I'm not actually sure fall death or any instant stage kill will be a thing, either, due to Iga's distaste for that. It may instead work like Rondo often does where most or all falls lead to an optional area that either just inconveniences you or has a branching area. I would love to see, in this mode, candles drop power-ups and items additional to things seen in CotM. Curse had subweapon drops of course, but it didn't have things like main weapon upgrades, the rosary, invincibility potion, double/triple shot, etc. It'd be great to have power-up items like that for each character that can play in the mode, and that's another thing - I hope and expect that all playable characters can be used individually in Classic or will be used via switching like CV3/CotM. Preferably though, if "Julius Mode" is a thing and since we already got CotM, I think I'd like instead singular character. Interesting thoughts here. I like the idea of the Retro Level being a teleport room rather than a part of the castle, I think. It could finally address a critique I had about Portrait of Ruin--where the portrait levels, structurally, were really no different than IGA's castles. If we had a portal take us to another space, it would and should have the possibility for all kinds of pits and variable geometry without "breaking" a castle's main structure. PoR missed out on that, and it really could add some extra design spice.
As far as no insta-kill death pits and such...I'd feel a bit betrayed if that's not included in Classic Mode. Despite IGA's proclivities, he has produced Castlevania: The Adventure Rebirth, Curse of the Moon, Castlevania Chronicles, and Dracula X Chronicles, which all had some (or many) death pits and similar trap types. As I stated elsewhere, it might be too much to ask for, but I really want whip-swinging grapple points like in Super Castlevania IV. For Classic Mode in general, I'm looking for something like Super Castlevania IV, but with a harder difficulty curve. I'd accept branching paths done like The Adventure Rebirth, but I don't think I want a total repeat of Curse of the Moon. If there are different playable characters, I want them on a select screen, not via swapping.
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Post by Galamoth on Feb 18, 2019 12:08:45 GMT -6
warthecheese Needs moar Bloodless! (I wish this Poison icon had a custom red color to represent "blood")
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Post by Mr. Welldone on Feb 18, 2019 12:21:44 GMT -6
I noticed a typo.
On the third playable character: Why do you keep spelling Alfred as 'Dominique'?
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Post by purifyweirdshard on Feb 18, 2019 12:53:38 GMT -6
RichterB that's more or less what I'd like to see, too, but just re-stating what Iga has said about these things. He certainly had involvement in those games with fall death (as a producer), but I don't believe had a hand in design for any of them (even CotM is almost all Inti Creates with just his signing off, a case I imagine similar to ReBirth's) - and even if he had the opportunity to alter something, these were most often remakes or ports where the design was mostly set and/or shouldn't be changed.
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Clear
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Post by Clear on Feb 18, 2019 20:52:38 GMT -6
I will also use Galamoth's awesome template for this topic:
1) Second & Third Playable Characters
I too think they will be Zangetsu and Dominique, in that order respectively.
How to unlock: Beat the game once in ANY difficulty to unlock Zangetsu, then next beat the game as Zangetsu in ANY difficulty to unlock Dominique.
2) Nightmare Difficulty Mode
I think this will be its own difficulty mode for sure. I really hope that this mode will be as fleshed out as I think it should be, such as re-positioned enemies, enemies having slightly-higher-than-normal HP, attack, and defense values, enemies with additional attack patterns available in them exclusively in Nightmare, and in addition maybe enemies with slightly-smarter AI.
How to unlock: Beat the game in HARD mode ++OR++ Beat the game in NORMAL mode under XX minutes.
3) Boss Rush Mode
This is a given to be included I feel. Most if not all Igavanias have this feature, so why wouldn't Bloodstained also have this iconic feature?
How to unlock: Beat the game once in ANY difficulty mode (straight-forward, shouldn't be overly complicated I think).
4) Retro Level
One possibility that I can think if is that there will be a section of the castle that will be "pixelated" by some demon that has the ability to distort the protag's perception. I can see the player enter an event where a conversation scene plays out between the player and this special demon who "curses/pixelates" a portion of the castle, making it look 8-bit/16-bit. And plot progression will require the player to restore the place back and defeat this demon. Maybe a reward for doing so will be a "derezzing" shard?
5) Classic Mode
A feature I can see here is that the player will no longer have total control after pressing the jump button but instead will have up to a few discrete points for any movement control during a jump sequence. In other words they're not totally commitment-jumps like in CV3 yet not totally exactly like in RoB. These discrete points can be used for either a double-jump or a RoB-style backflip, to name some examples. Alongside other elements of the Classic Mode feature set including death pits, double/triple shot, etc.
How to unlock: Beat the game with either Zangetsu or "notAlucard".
6) Roguelike Dungeon
I have a strong yet highly vulnerable suspicion that this "roguelike dungeon" feature will play out like the purple-colored save room in SotN where Alucard fights Succubus. Instead of being exactly like that, the player will enter some alternate universe during the main story (like Miriam's mind while in some state of shard corruption) which will take the player to a procedurally-generated dungeon clearly dissociated with the castle. And there may be only one way out: release the bind manifesting itself as a demon residing within by defeating it!
7) Boss Revenge Mode
Playing as any of the bosses throughout the entire game will be really cool! But I think it will be more likely that the player will select from a list of bosses and their respective boss battle rooms, and get a chance to play as the boss and try to defeat the AI-controlled protagonist on that particular point of the plot... and that's pretty much it! In the process, earn a PSN trophy for defeating Miriam without getting damaged after playing as every single boss!
How to unlock: Beat the game each time using each of the X amount of characters from the vanilla version of the game.
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Post by Enkeria on Feb 19, 2019 1:17:51 GMT -6
I base my playable character out of mainly one thing. And now that MM have been seen, along with the official text of there will be unlockable two characters. I could see either MM or Dominique being playable.
Reasons:
Miriam's scarf, Zangetsus jacket/robe, Dominique's hair. They all leave a "trail" when you move. Giving the illusion you move fast. Something Koji is Keen on showing. Miriam can however tuck away her scarf in the beta, not using it.
MM and Gebel both had a cape, which would give the same effect of swift movement. I can see either of these two being DLC characters if Dominique is playable. I can also see Dominique as DLC.
Gebel needs however to be a side-story, while the others can move along with the story in somewhat shape and form. If Alfred were to be playable he too needs a side-story of his own, making both Gebel and Alfred harder characters to actually make something out of. Imagine just giving a character a full set of movement without a campaign with levels, powerups and story/cinematics.
Also. I guess I would play Boss Rush if I must. Need the best gear.
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