Pure Miriam
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Post by Pure Miriam on Mar 9, 2019 4:14:14 GMT -6
Bloodstained: Ritual of the Night will have familiars. They have a dedicated Shard type to them, so, they don't take "slots" on other powers (that happened on Aria and Dawn of Sorrow), the Green Familiar Shard. Not much was talked about them yet, but IGA said that, although their numbers will not be huge, they will be useful and he thinks fans will like them. Familiars confirmed so far: THE ARMOR FAMILIAR (no official name)
The winner of the backer voting back in 2015. Not much is know about him but he seems to be a battle-type Familiar, considering his sturdy armor and weapon. Someone noticed that he looks suspiciosly like a certain creature in a certain picture released to the press. That could be the enemy that gives his Shard, or may be himself. DULLAHAMMER HEAD
Dullahammer Head was the first familiar revealed in the game itself, back in 2017, with the E3 exclusive demo. Dullahammer Head is a "medusa-like" enemy, with it's familiar floating around Miriam and attacking (by touching) enemies onscreen. It seems he gets confused when there are multiple enemies onscreen but he deeply focuses on attacking a target when there is only one. That happens during Bloodless fight, when Dullahammer Head seems to "lock" on her to keep attacking ocasionally. Rather weak and dull in colors, it seems they tried to make him act like "Ghost" from Symphony of the Night. We need to remember that the game was still on alpha stage when he was shown. BUER
At 2016 Demo, Buer was on Galleon Minerva and it's Shard was Enchant, called CON BOOST (boosts Constitution). That Shard status is a mystery, at SXSW event, Buer was revealed to actually give a Familiar Shard. Buer was removed from Galleon Minerva at the 2018 Demo, by the way. Buer Familiar follows Miriam around by spinning and can be attacked/kicked by her to bounce around and hit enemies. It doesn't seem he can act on his own, relying on Miriam to attack him to do anything. Quite amusing. THE PINK FAIRY FAMILIAR (no offficial name)
The Pink Fairy Familiar can be seen at the Nintendo Direct Video, where Miriam is sitting on a chair, some kind of huge lance pops her up and we can see a pink fairy. At the first picture, we can see that it looks like she is sitting on Miriam's shoulder, crossed legs like a lady and she flies away when Miriam's chair is attacked. If you take a closer look at her figure, she has a model that has some resambles to the bee-like enemy shown at the reveal trailer. I don't think that bee-like enemy gives the Pink Fairy Shard but maybe they have the same model with some modifications. But yes, there is the possibility that the Pink Fairy Shard is the Bee-like enemy. CONSIDERATIONS
Considering the Familiars we know so far, I ASK: 1) Considering Shards can be upgraded on their rank (picking up more of the same type) and grade (alchemy), what do you expect from leveling up Familiar Shards? Changing their looks? What they do? 2) Do you expect Familiars to have some sort of personality (like Symphony of the Night ones had) or do you think the game will take the simpler route (like some of Aria/Dawn had). 3) How many familiars do you expect Bloodstained to have? For reference, here are some numbers: Symphony of the Night: 5~8 (depending on version) Aria of Sorrow: 2 Dawn of Sorrow: 9 Curse of Darkness: 52 (the game's magic system was completely focused on familiars) Order of Ecclesia: 7 4) Considering the familiars we know so far, what other kinds / types of familiars do you expect the game to have? 5) Any comment on the familiars revealed so far? How do you expect them to be or work? That's all folks!
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Post by Galamoth on Mar 9, 2019 4:57:19 GMT -6
You ASK indeed, and I shall answer once again. My answers provided in Familiar Shard Green textTM this time.
1) Considering Shards can be upgraded on their rank (picking up more of the same type) and grade (alchemy), what do you expect from leveling up Familiar Shards? Changing their looks? What they do?
I certainly expect that Familiars' abilities will grow in power as you collect more of the same Shard (which may also affect their appearance), and enhancing them through alchemy may change/add some attacks.
2) Do you expect Familiars to have some sort of personality (like Symphony of the Night ones had) or do you think the game will take the simpler route (like some of Aria/Dawn had).
I wouldn't be surprised if it took the "simpler" route. These are artificial demons (as far as I know) conjured by the cursed power of the Shards; not the actual demons you gain the Shards from. I would like it if they had personality, sure.
3) How many familiars do you expect Bloodstained to have?
Well... as you say, IGA said there will not be a huge amount of them; so my estimation will be somewhere between 9 and 52, Probably a factor of 72 (like 24, perhaps?).
4) Considering the familiars we know so far, what other kinds / types of familiars do you expect the game to have?
I fully expect some Familiars to be themed after demons from the Ars Goetia/Lesser Key of Solomon. (I kinda want a Forneus summon... I liked the design of the new "Forneus" enemy in a past update)
5) Any comment on the familiars revealed so far? How do you expect them to be or work?
I'd like it if all of the Familiars had things to say about certain specific areas, or other enemies in the Castle (even if it's just banter; not necessarily helpful information).
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Clear
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Post by Clear on Mar 9, 2019 6:28:18 GMT -6
I will answer using that color whose name sounds like some cloud computing service provided by that company notMacro-notHard 1) Considering Shards can be upgraded on their rank (picking up more of the same type) and grade (alchemy), what do you expect from leveling up Familiar Shards? Changing their looks? What they do? For sure I'd expect attribute stat increases like from SotN but more spread out. A fairy familiar may get a boost in speed in addition to both healing frequency and increasing proc rate for preventing Miriam from dying at 0 HP and resurrecting her back like Zelda LttP's fairy in the bottle. I'll be more than satisfied if I see equipment on familiars start looking more sturdy or their "skin" begins looking much thicker, etc., to also visually confirm that over time they are indeed getting more powerful.2) Do you expect Familiars to have some sort of personality (like Symphony of the Night ones had) or do you think the game will take the simpler route (like some of Aria/Dawn had). I expect every familiar to have a personality. Depending on each individual familiar, personality may show only during cutscenes, only through control during main gameplay, or from both.3) How many familiars do you expect Bloodstained to have? I'm not convinced it'll be anywhere near the range of Innocent Devil bestiary amounts as from Curse of Darkness. My hunch is that the number will be 4 or greater, but not more than 16. If you absolutely need an exact number, then that number is 12.4) Considering the familiars we know so far, what other kinds / types of familiars do you expect the game to have? It wouldn't be surprising to me to find some oddball ones, like one that would be relatively weak in stats at first, but will explode in stat increases in literally every attribute near the level cap. Something like the Onion Knight class in Final Fantasy 3.
Goofball would be ideal for this role just sayin' 5) Any comment on the familiars revealed so far? How do you expect them to be or work? I'd expect them all to have a richer move-set compared how familiars were in previous Iga games. I'd expect familiars to do what I'd expect and then some sort of surprises too.
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Post by Enkeria on Mar 9, 2019 6:46:17 GMT -6
1) Considering Shards can be upgraded on their rank (picking up more of the same type) and grade (alchemy), what do you expect from leveling up Familiar Shards? Changing their looks? What they do? More aggressive, more frequent in their actions. If they can't apply aggression, it will surely add damage. For example Buer who is rather confused too.2) Do you expect Familiars to have some sort of personality (like Symphony of the Night ones had) or do you think the game will take the simpler route (like some of Aria/Dawn had). Only a select few, more so in behavior than voice / talk. It would be cool to hear Mana as a fairy though. Saying hello, konnichiwa, and a few other more basic lines. Sfx with higher pitch though. 3) How many familiars do you expect Bloodstained to have? For reference, here are some numbers: Symphony of the Night: 5~8 (depending on version) Aria of Sorrow: 2 Dawn of Sorrow: 9 Curse of Darkness: 52 (the game's magic system was completely focused on familiars) Order of Ecclesia: 7 Around 12 - 15 Maybe go so far to 18.4) Considering the familiars we know so far, what other kinds / types of familiars do you expect the game to have? If Fairy is in the game, I expect to see Grim Reaper and Goofball too, even though it goes against the actual voting back in the day, unless that vote decided who is powerful and who is weakest.
5) Any comment on the familiars revealed so far? How do you expect them to be or work? I believe Buer is in the Shard-class where you actually have to make an effort to move the creature around. Perhaps not mind-control, but a puppet. Kicking / wacking or holding down buttons to swinging attacks and what not. I am not sure.
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hyugakojiro
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Post by hyugakojiro on Mar 9, 2019 9:04:45 GMT -6
Here are my thoughts on familiars: Still debating full-size vs. Chibi. Decisions, decisions...
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Galamoth
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Post by Galamoth on Mar 9, 2019 9:46:27 GMT -6
hyugakojiro It would make sense for Leraje (the purple-haired demon w/ musket) to be a Familiar. "She" (He) is an Ars Goetia demon, after all. He's usually depicted as an archer, though... (Edit) and the "Barbatos" enemy has already taken that image.
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Post by Deleted on Mar 9, 2019 10:27:13 GMT -6
1) Gosh. It'd be cool if, after leveling up Buer enough, you could ride him, sort of like those wheelie skeletons from Dark Souls.
2) I would certainly prefer it if they all had a little bit of personality; I find it easier to get attached to them that way. But, like Galamoth said, it really seems these familiars are just supposed to be imitations of the demons, and not the actual demons themselves.
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thrashinuva
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Post by thrashinuva on Mar 9, 2019 10:57:18 GMT -6
I mostly want them to buff the character. Having an AI to attack things usually isn't super useful because it's the AI, unless they just make it OP which is no fun. I'd want something like when you get hit then the knockback is heavily reduced with the dullahammer head, or the fairy will heal you gradually, or things like that. Also having one to just attack is not bad either. Kicking Buer around could be fun as well, and that's a different way of attacking than having the AI do it.
Personality would be great, but I'm not sure there's room for anything too extensive.
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Post by hyugakojiro on Mar 9, 2019 12:27:56 GMT -6
As far as familiars in past CV games, I only really used them in SotN (and CoD of course) but not in the DS games where you had to give up a slot for another ability to use them. So I'd prefer future Igavanias would emulate SotN in that respect. My favorite familiars in SotN were the fairy (healing and pointing out hidden locations) and the bat since it interacted nicely with the bat transformation. Agree with thrashinuva that they shouldn't be OP and also prefer familiars interact with the player's actions during gameplay as opposed to doing their own thing.
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Post by Scars Unseen on Mar 9, 2019 13:29:35 GMT -6
All I want is a familiar that I can let do it's thing in a room full of respawning enemies while I stand safely out of reach, allowing me to level both the familiar and myself while I sleep, then equip the now overpowered familiar as a weapon and tear holy hell through most of the game with little to no resistance.
Is that so much to ask?
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Post by Deleted on Mar 9, 2019 14:34:27 GMT -6
As far as familiars in past CV games, I only really used them in SotN (and CoD of course) but not in the DS games where you had to give up a slot for another ability to use them. Oh gosh, I forgot how annoying that was in Order of Ecclesia, always having to switch out whenever I needed the Magnes Glyph for something. The quick-switching that came with Glyph Sleeves alleviated that a bit, but it was still a hassle.
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Post by Galamoth on Mar 9, 2019 16:48:05 GMT -6
As far as familiars in past CV games, I only really used them in SotN (and CoD of course) but not in the DS games where you had to give up a slot for another ability to use them. Oh gosh, I forgot how annoying that was in Order of Ecclesia, always having to switch out whenever I needed the Magnes Glyph for something. The quick-switching that came with Glyph Sleeves alleviated that a bit, but it was still a hassle. Speaking of "Glyph Sleeves" (and I know this is technically off-topic), I'd like to see if Miriam will eventually have access to something similar in order to switch between multiple sets of equipped Shard powers on the fly. Preferably up to 5 or 6 different "Sleeves", for greater utility.
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Pure Miriam
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Post by Pure Miriam on Mar 9, 2019 17:35:36 GMT -6
hyugakojiro I love that picture. All of them looks so damn cute. Scars Unseen well, i think it may be asking a bit too much Galamoth I think bloodstained will have it. I always show the same picture, but in 2016 DEMO we had a indication of that. You can see at the picture below, the "Equipment Set 1" at that green circle i did with my awesome paint skills, showing up that we will have other equipment sets. At 2017 Demo, the menu was changed, and such indication showed again, here, also with a hint on how many equipment sets we would have (eight). 2018 DEMO doesn't have that, most probably because the menu was changed again and they decided to hide that, since that probably requires some kind of "thing" to be found. IGA said that he would try to use Shards for most of Miriam's abilities, so i can guess that Equipment Sets may be a Skill Shard that you obtain in the game (like Doppleganger Soul on Dawn of Sorrow, locked at a "soul holder" and adds two equipment sets). So, i'm positive something like that will exist in Bloodstained, and i have a guess it will be some kind of Skill Shard. They could EVEN make it so that you need to level up (increasing it's grade with alchemy, since it wouldn't be able to take the same Skill Shard repeatedly to level up it's rank, i'm sure) to add more sets. So, each "Equipment Set" shard Grade could add an equipment set slot. That would be cool.
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hyugakojiro
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Post by hyugakojiro on Mar 9, 2019 17:48:29 GMT -6
@autumn Replayed OoE again a few weeks back so this is still very fresh in my memory too. Wasn't the biggest fan of it there either. Between having to have different weapons mapped to different "sleeves" due to certain enemies having immunity to your weapon of choice and then having to switch between sleeves due to environmental progression segments that also contained various enemies (including Medusa heads) it wasn't something that I felt enhanced the game play experience.
Switching between transformations in SotN was a breeze and didn't break your immersion with the game.
For RotN if the beam and invert shards do take up a shard slot I'm hoping that at least we'll be able to map the sleeves onto either the left joystick and/or the D-Pad for quick and easy transitioning that requires only one button push to accomplish rather than 1-2 two button push combinations like in OoE.
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Post by Pure Miriam on Mar 9, 2019 19:03:27 GMT -6
hyugakojiro The Beam is a Directional Shard, so, it does take one Shard slot (Directional Shard Slot) Invert was confirmed to be a Skill Shard. From the sixty types ( Conjur (known before as Trigger), Effective, Directional, Enchant, Familiar and Skill) Skill is the only one that does not take Shard slots, because it works like relics (or Ability Souls from Aria/Dawn). When you take a Skill Shard, there is a separate menu exclusive for them, with a ON/OFF Switch. you can turn them ON or OFF (like SOTN relics) and that's it. Each Skill Shard has it's own method of usage. We know two: Double Jump (press Jump two times) and Invert (move imput unknown). For Skill Shards, you just get it, let it ON and you can use it as you please.
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hyugakojiro
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Post by hyugakojiro on Mar 9, 2019 21:50:14 GMT -6
Pure Miriam Your encyclopedia-like knowledge of everything Bloodstained continues to impress. Never played the demo, PS4 console gamer here, so please help me out if I get anything wrong here, trying to map out the way this game will work & control: Conjur Shards are similar to sub-weapons of past CV games and have their own dedicated button. Effective Shards are what? Command/button input required or always active? Directional Shards are area progression shards with potentially offensive capabilities that have a dedicated button used in conjunction with the right joystick. Enchant Shards are Stat-boosters? Command/button input required or always active? Familiar Shards are familiars activated/de-activated in options menu? Skill Shards are more frequently utilized abilities / area progression tools likely mapped to a specific input command or unused button (O button for PS4)? Assuming that the O button for PS4 isn't used for invert I could see it being used to activate an in-game equipment set selector that is confirmed/executed by pressing on one of the up to eight directional inputs on either the left joystick and/or the D-Pad. You could have 8 different equipment sets riding on the D-Pad and 8 different Shard sets riding on the left Joystick or vice versa making for some wicked on the fly real-time weapon/skill changes. That's assuming the Effective and Enchant shards are passive shards that don't require a button to activate. Also wondering if invert is going to be up, down, jump or down, up, jump assuming it doesn't get its own button.
Not sure what's already common knowledge and what isn't but certainly something fun to speculate over.
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Post by Galamoth on Mar 10, 2019 8:22:09 GMT -6
hyugakojiro I'm still of the mind that Effective Shards will function near-identically to the Blue " Guardian Souls" from the Sorrow duology of Castlevania games. Which is to say; when you press the button dedicated to them, they will either remain "in effect" ( activated) until you press it again OR they're active as long as you hold the button down. In both cases, they will also stop working when/if you run out of MP. If how I'm convinced it's going to work turns out to be exactly how they will work... the question of what button activates them still remains (most likely one of the "shoulder" buttons).
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Post by blueskull on Mar 10, 2019 10:54:15 GMT -6
this game need a koji igarashi familiar
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Post by Pure Miriam on Mar 10, 2019 16:52:55 GMT -6
hyugakojiro No worries. Not just Bloodstained, i really love Igavania games, i'm a dedicated fan of the Castlevania franchise, and Bloodstained works really close to some of them. I'm a PC gamer here, so, i played both 2016 and 2018 Demo (i have both, and replayed them several times). You got it right and not-so-right, so, let me just recap what we know so far: Conjur Shards (known before as Trigger Shards): Instant effect magic. Fireballs, Iceballs, Summmoning of demons for quick actions, manifestation of magically created weapons (such as throwing lances and axes). Some of them emulate sub-weapons of past CV games, others are more magic-oriented. Use it by pressing Y (Triangle on PS4). Effective Shards: Unknown. We know they exist because they are on the game's menu, and they are blue in color. Not a single Effective Shard was shown to date. 2018 DEMO revealed that they are used by pressing RB (R1 on PS4). Directional Shards: "gimmick" type magic and powers. You can aim them with the right analog stick (that's why the name is "directional") and use them by pressing RT (R2 on PS4 controller). Some of them are quick instant magic attack, like Fire Cannon (throw a short-range fire attack). IGA said some of them will be "gimmick". Enchant Shards: passive powers that are always active if equipped. Only three examples we had so far: CON Boost (increases CON), Holy Resist (increase defense against Holy) and Sword Mastery (increase damage with short and long swords). No imput needed. They work as long as they are equipped. Familiar Shards: summon familiars. As soon as you equip them, the familiar shows up and will be active the whole time, doing whatever it does, as long as you don't unequip it. Doesn't consume MP. Skill Shards: shards that give special abilities to Miriam, like Double Jump. They aren't equipped. They have a special menu to turn them ON and OFF and they will probably require specific imputs to be used. Alongside that, Miriam also have weapons to use, some weapons have moves (down, down-foward, foward + attack for most of them, some of them have specific imputs) and combos (Mana revealed a combo called "Thousand Blossons" that is done by pressing attack button repeatedly using rapiers). These combos will have a mastery bar (unknown how it will be filled up) and they have a list dedicated to them. In my opinion, considering what we played on the demos and watched so far, the key to the game will be what Igavanias became famous for: using the right abilities at the right time and pacing. When you reach a certain area, selecting the best combinations of Shards and weapons to use on that particular area, considering the enemies there, will be the key to play the game sucessfully. Most Igavanias are like that, specially post-SOTN, when powers became more diverse. Bloodstained 2018 Demo is like that and it is a demo. Just as a small example, Gieremund Shard (Conjur Shard: Summon Gieremund) is a great shard. Miriam summons a demon dog that rushes at enemies. But that Shard is useless against flying enemies (if you use it on the air, the dog falls down and runs on the ground). The second area of the demo has a lot of flying enemies, requiring you to combine that with something else or just ditch it to use something you can use in the air. The Demo boss is capable of blocking physical projectiles. Guns and a Shard that you shot arrows are useless against him. So, that's how i think the game will flow: using the best gear and shards depending on the situation you are in. Don't know if that is what you wanted to know, but here it is. #Small Trivia: Not all enemies will have Shards (as of now, two enemies doesn't drop shards, Morte and Giant Rat). Shards supposely can also be obtained from "Shard Candlesticks", pillars containing a Shard that you just break to get it (status of this is unknown at the moment, some hints that the Shard Candlestick mechanic was dropped) and they can be crafted using other Shard as catalyst (but you don't lose the Shard you used as catalyst to craft, just other materials).
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February 2019
hyugakojiro
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Post by hyugakojiro on Mar 10, 2019 17:57:48 GMT -6
Pure Miriam Appreciate you bringing me up to date, and yes this is exactly what I was looking for. Thanks! I think Galamoth is right on the money with his prediction that Effective Shards will be similar to Guardian Souls in the Sorrow games. This may likely cover additional shard based attacks (stronger and more range-based ones), transformations, temporary familiars/assists that use MP, and possibly additional area progression abilities although they may already be fully covered by the Directional and Skill Shards. What this means for the controls is that we currently have two unused buttons, namely L2 and O on the PS4 game pad. While there's no rule stating that the game has to utilize every button I think one of these buttons could be used in combination with the left joystick and D-Pad to select between equipment and shard sets in real-time. The other button could be used for invert, left unused (if invert is a command input) or used for real-time use of a designated item such as health or mana potions.
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