Arcueid Brunestud
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Post by Arcueid Brunestud on Jun 24, 2019 8:38:22 GMT -6
For those that found the Valkyrie Sword Double tab down and attack. You'll do the the same attack a parry does when an enemy triggers it. So cool.
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XombieMike
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Post by XombieMike on Jun 24, 2019 8:59:20 GMT -6
Regarding the plot and the role of the church.
The trope of church corruption has made its way into the Castlevania Netfilx and now in Bloodstained. I am considering this from a Christian perspective, although I admit I have stopped believing over the past couple of years. When I saw that Sypha had been changed from a holy warrior to someone God would be “pissed at”, and when Lisa went from being holy to warning the corrupt church that Dracula’s wrath was real implying God was not, I thought to myself that God just can’t have nice things anymore. When Dominique wanted to gain the power to slay gods because God did not prevent the cataclysm 10 years before, I wondered why IGA used this trope here as well.
In Castlevania canon Mathias was much the same way. Turning his back on God after a loss. We don’t get to see it happen. We hear about it, but we didn’t know those characters. With Dominique, we like her because she was a warrior that had helped the 10 years before, and she was nice throughout the game as an ally. She was likeable. This let us get to know her a little even though she was being deceptive. She was pretending to be her old self. That is much more relatable than Mathias. I pretend still to be Christian. I even pray with other Christians still, though I have admitted my lack of belief. They seem to be fine with it, and I think there is wisdom to religions when used to strive to be a better person regardless in any faith or lack thereof.
IGA was giving the fans what they want. A villain who had gone to war for God and came out the other side angry. At least this time there is more attachment to the character. If you are feeling that attachment more than the average fan, and feeling that betrayal more, well you’re feeling exactly how IGA intended then from my perspective.
I really think that Dominique saved Anne to use as the alchemists once began growing crystals. If not, she may have done it because saving a child in front of Miriam would really help to gain her trust. After all, Miriam and her orphan friends were exactly like Anne. It would have been impactful if Dominique had revealed her twist using Anne, and I will always believe that is a lost opportunity in the story. Anne didn’t need to die for this, but certainly needed to be put in a near death ritual. Perhaps this is what IGA wanted, but was afraid this was pushing things too far. I like far, though… just ask my D&D players.
If a Christian wants to claim that the church isn’t corrupt in today’s world, there are solid cases where people take advantage of other’s faith for their own gain. The difference is what you do. You have to be the holy warrior. You have to be the “exorcist” like Gebel and Dominique, only you have to be the hero. IGA’s heroes are caught up in the ultimate fight between evil and that evil’s plan to spite God and humanity. A reluctant hero allows for more character growth and is often more interesting to me. Miriam is fighting for good using the power of demons to do it. This is interesting. It works.
I do have a gripe, however. Miriam was able to wield the full shard capacity that the Hellhold could offer with no ill effects. On the ship, Johannes warns against getting too many shards and Miriam brushes it off like he can take care of that for her later as he has helped her with this before. I didn’t like that, and it totally changed my perspective on her character’s attitude. What is worse is that she was absolutely correct. By the end, Johannes has it all figured out. No character growth. No struggle between doing what is right and using demonic power to do so. This undermines my above message about being the difference that fights for good in the opposition to corruption.
The game is great. I love it. I don’t have to have story things my way to enjoy what is written. I look forward to more games that will explore more demons of the Goetia, as my favorite demon was absent and had no representation. Perhaps some of the shortcomings of the story can be used as focus points later. I will be eager to see what is next!
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Post by zuljaras on Jun 24, 2019 9:08:59 GMT -6
After finishing the game I have few points: 1. The Oriental Sorcery Lab is the worst area of the game. It has very low quality textures and it is boring. I really would've liked some nice area that is not a LAB or so boring.
2. Same goes for the Behemoth Den. It is with the same textures as the garden …
3. Also why are there 3 LABS in the game? Again I beg for some creativity in those areas.
4. I liked the repeated models of the 2D Castlevanias but here the regurgitated 3D models are not ok. At least for me.
5. The Bullet souls (shards), at least most of them, lack creativity. "Hey you have killed an enemy now you have the ability to throw it!"
6. Some areas need more details. Some corridors are so empty that they lack any kind of charm! If only everything was unique and exciting as the Galleon Minerva! that was the perfect start of the game!
I have played Bloodstained on PS4 Pro. Even though my opinions above (that are really harsh) I will double dip on my Nintendo Switch just to support IGA.
However with that amazing starting budget I expected more complete and polished product with more "soul" put in it!
I am sorry if I was too harsh on the game!
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purifyweirdshard
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Post by purifyweirdshard on Jun 24, 2019 9:40:53 GMT -6
^ lol that's interesting, the oriental area was my favorite place of the game I think, and I'm not even usually into stages like that as much as I am gothic stuff. Anyway, this will be a thread to itself after I lift the spoiler restrictions, but I'll place it here now since it has a huge spoiler at the end. I have some reputation of being an unshakable blind apologist for the game and find no fault in it or the project at all, and that just isn't true - things haven't been perfect, obviously, but I certainly have always moved ahead and tried to help for the betterment of the game and the situations of its players. Besides that anyway, I wanted to give my thoughts on what I felt were some shortcomings and faults to an otherwise amazing game (for me, probably a 9 or 9.5) - both more objective and subjective to my own experience. This will be sorted in 3 sections - overall non-spoiler, and then personal non-spoiler and spoiler. For reference, this was played on a base PS4 console. Overall, no spoilers:Performance: The game had spots of performance problems. In most cases, it was a frame drop in a predictable location/reduction in FPS, but in one certain boss fight near the end of the game, it was downright awful during one certain attack. Single-digit FPS, I might even say. There is also still post-1.02 a pause whenever a new shard is collected before the animation will play. I more or less got used to that after a while, but it's of course not supposed to be there. The loading times are often overlong, I think, especially in certain cases of room-to-room though infrequently. Graphics, sound, story, characters, gameplay: Nothing significant objectively. Bugs: Obviously, this is an issue. The big ones are well-covered, but several minor ones were experienced as well. Item bags dropping in unobtainable locations (though you can wait them out to collect them), graphical bugs like the Pure Miriam costume not loading its leg texture, sound bugs like a sound effect playing on well beyond its intended scene, and while not a bug something annoying where text in cutscenes doesn't match the voice acting - sometimes it was just a word or so off, but in other cases entire sentences were missing or added. That should be something rather easy to adjust, and it's odd considering those text boxes don't seem to be direct Japanese translations either - I hear Miriam say other characters' names in Japanese where it doesn't appear in the text. Subjective/personal non-spoiler:Graphically: There isn't much to complain about graphically, nothing at all gave me an impression of "well that's ugly", but I will say that some characters' mouths still open too wide - most notably Anne and Zangetsu. Their models are fine, Anne looks great now, but how big their mouth gets when they talk doesn't match the words at all haha. Sound: The music in the game is overall great and pretty varied. The sound effects are also pretty well done, and help with the excellent hit feel/feedback. My only mark against it relates to the bug type things above. Subjective, spoilers (do not read if you have not cleared the game):Story/characters: This is the big one, probably? You guys that know me were aware I was huge Dominique fan. You see the avatars are gone now, lol. I so, so wanted this character to be a force for good, especially after the Netflix show made all Church characters evil or non-existent. It was a mainstay in Castlevania that this entity was present in some positive way, either through association with/sending a Belmont or an agent directly like Yoko or Sypha. I was convinced from her unveiling that Dominique = the game's Yoko to Zangetsu's Julius, and Miriam of course being our Igavania main protag mix.
When I met Igarashi in Texas last year, I sat directly across from him and vocalized my hopes clearly. He settled a bit uncomfortably in his chair at the time, and now I know why lol. I just hope I can get over it and move on, and look forward hopefully to some non-bad apple exorcists. I have an unfinished commission of Dominique coming that I don't even really want now. It hurts, man.
I will say, as Mike points out, that her character was well done. Ms. Wolff also did an excellent job acting her, one of the best performances of the cast I'd say. It's just far, far from what I was hoping for. That's why this is nowhere near the "objective" parts.
That about does it. Thanks for reading and I hope everyone's having fun!
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Post by dareka on Jun 24, 2019 9:51:53 GMT -6
zuljarasTheir budget might have been amazing for a kickstarter, but barely enough to make the game, to be honest. First, once Kickstarter's take and the rewards are factored in, they are left with something like half of the funds for the game's budget. Then, the game gets delayed for two years. The funds obviously ran out, so 505 had to help out. Remember, everything had to be created from scratch, and a ton of extra modes had to be implemented. The funds might seem stratospheric to us, but building a high-def 3D game of that size doesn't come cheap (and btw, making it high-def 2D would have likely made it even more expensive to make and also more difficult to port).
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Post by zuljaras on Jun 24, 2019 10:02:15 GMT -6
zuljarasTheir budget might have been amazing for a kickstarter, but barely enough to make the game, to be honest. First, once Kickstarter's take and the rewards are factored in, they are left with something like half of the funds for the game's budget. Then, the game gets delayed for two years. The funds obviously ran out, so 505 had to help out. Remember, everything had to be created from scratch, and a ton of extra modes had to be implemented. The funds might seem stratospheric to us, but building a high-def 3D game of that size doesn't come cheap (and btw, making it high-def 2D would have likely made it even more expensive to make and also more difficult to port). In that regard does anyone know the budget of SotN? I say that because I compare them pretty closely.
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Post by dareka on Jun 24, 2019 10:09:49 GMT -6
In that regard does anyone know the budget of SotN? I say that because I compare them pretty closely. I'm not sure anybody knows or will ever know (companies hardly ever reveal this data), but it was probably a lot less. The thing with SotN is that it's low-res 2D and doesn't have much in the way of extra features - just the Richter mode, actually - which, going by IGA's statements, was probably done by the main programmer in his spare time.
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Nezuto
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Post by Nezuto on Jun 24, 2019 11:35:32 GMT -6
As for Zangetsu being caught by Gremory, here's some fun. Maybe he did live from that, but since she's able to be in multiple dimensions at once, this was how he gained the Curse of the Moon. Gremory kept Gebel from his feelings for Miriam, outright takes over Miriam in one of the endings and is seemingly this all powerful demon. Why couldn't she transport Zangetsu into an alternate version of events and have him forget everything that had happened? I am aware it's only a spin-off game and doesn't truly tie into things, but tell me that couldn't work to link the two.
Also wanted to note that, funnily enough, including the bad ending on RotN, all of your characters from CotM are the ones that ultimately meet their fates in RotN. Just some thoughts.
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Post by Deleted on Jun 24, 2019 12:09:44 GMT -6
^ lol that's interesting, the oriental area was my favorite place of the game I think, and I'm not even usually into stages like that as much as I am gothic stuff. Anyway, this will be a thread to itself after I lift the spoiler restrictions, but I'll place it here now since it has a huge spoiler at the end. I have some reputation of being an unshakable blind apologist for the game and find no fault in it or the project at all, and that just isn't true - things haven't been perfect, obviously, but I certainly have always moved ahead and tried to help for the betterment of the game and the situations of its players. Besides that anyway, I wanted to give my thoughts on what I felt were some shortcomings and faults to an otherwise amazing game (for me, probably a 9 or 9.5) - both more objective and subjective to my own experience. This will be sorted in 3 sections - overall non-spoiler, and then personal non-spoiler and spoiler. For reference, this was played on a base PS4 console. Overall, no spoilers:Performance: The game had spots of performance problems. In most cases, it was a frame drop in a predictable location/reduction in FPS, but in one certain boss fight near the end of the game, it was downright awful during one certain attack. Single-digit FPS, I might even say. There is also still post-1.02 a pause whenever a new shard is collected before the animation will play. I more or less got used to that after a while, but it's of course not supposed to be there. The loading times are often overlong, I think, especially in certain cases of room-to-room though infrequently. Graphics, sound, story, characters, gameplay: Nothing significant objectively. Bugs: Obviously, this is an issue. The big ones are well-covered, but several minor ones were experienced as well. Item bags dropping in unobtainable locations (though you can wait them out to collect them), graphical bugs like the Pure Miriam costume not loading its leg texture, sound bugs like a sound effect playing on well beyond its intended scene, and while not a bug something annoying where text in cutscenes doesn't match the voice acting - sometimes it was just a word or so off, but in other cases entire sentences were missing or added. That should be something rather easy to adjust, and it's odd considering those text boxes don't seem to be direct Japanese translations either - I hear Miriam say other characters' names in Japanese where it doesn't appear in the text. Subjective/personal non-spoiler:Graphically: There isn't much to complain about graphically, nothing at all gave me an impression of "well that's ugly", but I will say that some characters' mouths still open too wide - most notably Anne and Zangetsu. Their models are fine, Anne looks great now, but how big their mouth gets when they talk doesn't match the words at all haha. Sound: The music in the game is overall great and pretty varied. The sound effects are also pretty well done, and help with the excellent hit feel/feedback. My only mark against it relates to the bug type things above. Subjective, spoilers (do not read if you have not cleared the game):Story/characters: This is the big one, probably? You guys that know me were aware I was huge Dominique fan. You see the avatars are gone now, lol. I so, so wanted this character to be a force for good, especially after the Netflix show made all Church characters evil or non-existent. It was a mainstay in Castlevania that this entity was present in some positive way, either through association with/sending a Belmont or an agent directly like Yoko or Sypha. I was convinced from her unveiling that Dominique = the game's Yoko to Zangetsu's Julius, and Miriam of course being our Igavania main protag mix.
When I met Igarashi in Texas last year, I sat directly across from him and vocalized my hopes clearly. He settled a bit uncomfortably in his chair at the time, and now I know why lol. I just hope I can get over it and move on, and look forward hopefully to some non-bad apple exorcists. I have an unfinished commission of Dominique coming that I don't even really want now. It hurts, man.
I will say, as Mike points out, that her character was well done. Ms. Wolff also did an excellent job acting her, one of the best performances of the cast I'd say. It's just far, far from what I was hoping for. That's why this is nowhere near the "objective" parts.
That about does it. Thanks for reading and I hope everyone's having fun! Seriously. I do not remember the last time I was this disapointed in a character before. Went from 100 percent fangirl/shipping her and Miriam, to not wanting to play the game again for the last two days.
I can't explain it, but I loved her character, and this is soul crushing to me how they chose to handle her in the last 5 minutes of the game.
I do not even want to play as her in any other modes now, or use her avatar if psn has them in the future.
I'm far too disapointed in her and myself now that I am even mad at myself for promoting her as much as I did in those last 2 weeks before release.
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Ciel
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Post by Ciel on Jun 24, 2019 12:32:34 GMT -6
zuljaras Their budget might have been amazing for a kickstarter, but barely enough to make the game, to be honest. First, once Kickstarter's take and the rewards are factored in, they are left with something like half of the funds for the game's budget. Then, the game gets delayed for two years. The funds obviously ran out, so 505 had to help out. Remember, everything had to be created from scratch, and a ton of extra modes had to be implemented. The funds might seem stratospheric to us, but building a high-def 3D game of that size doesn't come cheap (and btw, making it high-def 2D would have likely made it even more expensive to make and also more difficult to port). In that regard does anyone know the budget of SotN? I say that because I compare them pretty closely. I don't think it's fair to compare this game with SotN. Not only because of what dareka said, but SotN also reused a lot, and I mean A LOT, of assets from Rondo of Blood. Almost every enemy of that game makes an appearance on SotN, if not all of them.
That said, I do agree with some of your points, especially regarding Den of Behemoth. My theory is that area was a necessary filler to complete the stretch goal of "IGA biggest castle". By then they have probably ran out of ideas so they decided to blatantly reuse assets to keep their promise. Having completed the game, I now think that stretch goal was probably a burden on IGA during the development. That's probably the reason behind the lacking of enemy variety: they had to spend too much time making backgrounds, drawing map sketches and figuring out enemy placement. I mean, think about it, why is Valefar, a gambler, doing at an oversized garden? It doesn't make any sense at all, seems like they made the boss fight early in development without deciding where to put him, and in the end they tossed him wherever had a free boss spot.
Overall though, I'm very satisfied with the game and how everything turned out. Lacking of enemy variety, blatant filler at the end and some graphical nitpicks (excess of asset copy & paste in the background, overly shiny environments, character and enemy models with extreme aliasing and clipping literally everywhere, scarfes and hair being the most obvious) are the only complaints I have, which at the end it wasn't enough to hurt my experience. Story wasn't that good sure, some points are still bugging me but honestly, I don't care that much because I wasn't expecting something amazing considering Castlevania wasn't known for its plot. The game is incredible, the Kickstarter was done almost flawlessly, and this is the best gaming community I've seen in my life. It's hard to focus on the bad side of things when the whole package is anything but bad.
Edit: endgame story spoilers
I'm honestly surprised by how everyone is now hating on Dominique from what she has done. I still think she's cool as hell and here I am hoping she's going to be the 3rd playable character. Even as a christian I'm not that bothered of what she did, at this point I'm used to the trope of "the Church were the bad guys all along!" that is frequently used on JRPGs.
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meruuma
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Post by meruuma on Jun 24, 2019 13:01:36 GMT -6
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Post by Nezuto on Jun 24, 2019 13:14:38 GMT -6
I still would enjoy, even if only told in Bloodstained's universe, finally getting to the bottom of the war of 1999. I mean, we need closure, lol. Plus, isn't it fitting that avenging Julius is IGA's quest? But yeah, the whole Dominique reveal did slightly sour things, as it was a bit of a basic way to go about a twist, but I still enjoy the character, personally. It's the final battle that kinda got my meh factor up, since it's literally the same effing fight as the true end of Aria/Dawn and was truly anti climatic. That said, this game was done on what could be considered a small budget for a game of this scope. I'm pretty sure, since sales are so positive along with the reviews, that a sequel may fix a lot of issues as they'll have a firmer grasp of the engine (unless they decide to build their own game engine) and they would be able to further cement how this new universe's story and characters work. My question would be, do we follow Miriam's adventures more? Is her story over and we get something different? Will Cartman find out who his father is? Find out on the next episode of Dragonball Z!
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Post by Viftech on Jun 24, 2019 13:15:41 GMT -6
Now as I have 50 hours in Bloodstained: RotN after 100% everything in Normal and currently playing through Nightmare mode I will say this is my favorite game inside the Metroidvania genre. I am quite satisfied with how the game turned out and I am excited for the DLCs. The game may not be perfect in the fact that it has some bugs and that the story could be expanded upon. Even with the minor flaws (for me) I was never bored and got everything I hoped for when I backed this game.
As I say earlier this was my favorite game in the Metroidvania genre, but that is kinda unfair to half of the namesake since I only like the games that lean more towards the Igavanias, than the games that are more like Metroid. So while there are many good metroidvanias that has been released since the Bloodstained Kickstarter went up, none off them gave me as much enjoyment as Bloodstained. Now I can only hope Bloodstained will be successful enough for a sequel so I can keep playing more. Though I wonder what ending would be canon if there is a sequel.
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Post by CastleDan on Jun 24, 2019 13:27:35 GMT -6
Thoughts on Bloodstained
Graphics -
I want to start by saying the visuals have definitely improved since a while back. Lighting, color, texture work seem to all have been improved. Some areas look great and have some really cool effects.....coughSANDcough... While I'm disappointed some of the lighting got toned down in the 1.02 patch, things overall seemed to improve. I think in a sequel I'd still like for the graphics to be a bit more stylized in terms of environments cuz some textures while improved feel very shiny and off-putting? Overall, it works well for the first game in the start of the series. The worst aspect of the game graphically is probably cutscene moments....it's super stilted and feels very low budget.
Art Design and Layout
Art Design -
Locations This is a bit hit and miss for me. I think some areas look pretty dang gorgeous. The church, the desert location, the library, and especially the underground water location.....all look really nice. Some areas didn't work for me ....the gold palace just was too much of that shiny off-putting texture stuff, the train itself felt like a missed opportunity, what could have been quite beautiful felt a bit rough visually with a boss that equally looked rough. It could have looked far more atmospheric than it did. I also really missed paintings in environments. There's a lot of backer portraits but to see some gothic looking paintings in areas could have added more life to these locations. The Retro level was a big disappointment to me. It's cool to have it but it felt less like a level and more like a hallway that they threw a couple enemies in and tagged it with a boss. This whole time I was expecting a Curse of the moon style level with at least some more attention to detail in level design and enemies.....it's still cool but that was definitely a bummer to me. It felt like a missed opportunity
Overall tho the art design was better than I expected but always room for improvement. Boss Designs This is one area that disappointed me. For a series of games that attracts mainly an adult audience why do the bosses in a *demon* focused game feel so tame design wise? A lot of them just felt odd. Where's the grotesque designs like Legion or like Beezlebub? Or just monstrosities in general? in the future it'd be nice to see more designs that really brought on more of the darker creepier elements that made some of his earlier Vania titles memorable. The game didn't feel dark enough in that regard and I loved all the light-hearted moments but a better mix would have been great.
Layout
This is one of my biggest problems with latter IGAVANIA games and I'm happy to report it was better than I expected. It's not without flaws but thankfully, for the most part, there wasn't overuse of copy and pasted rooms in each location. Floors weren't always just a box with a horizontal floor there was more to it and I'm thankful for that. I do think some locations are kinda boxed up together and think they could do a better job of organically making use of the negative space for locations to breathe a bit more.
I will say though that the later locations in the game felt far too repetitive. The Den location basically being an enlarged garden reusing a lot of assets, the ice location and fire location rarely having unique rooms within them but basically just being a series of hallways of their respective element. In a game with the biggest castle I figured they would have done far more creative locations than that. It was a bit of a dissappointment coming from the largely better locations from earlier in the game.
Music
I'm so torn on this OST. I feel like a lot of the tracks we heard from the beta turned out to be the better music, so it was a bit disappointing to play the game and the remaining tracks didn't do much for me. I felt like it lead me to be disappointed. I'm also not sure if the Orchestra direction paid off like I hoped it would. There's something thin about some of the tracks that you never got when Michiru Yamane did the old games.....listen to *Garden Forgotten by Time* for example and compare it to one of the new tracks. One feels full and has loads of energy and a lot of these feel kinda empty.
On top of that the OST lacks major variety compared to SOTN's ost. Maybe I shouldn't compare to that OST but I thought with the amount of time this game was worked on there'd be far more to bite into. Where's piano centered tracks? Where's guitar lead centered tracks? Where's completely bizzare arrangements ....ala wandering ghosts.... I feel like in the process of using an orchestra the game pigeon holed itself into mainly using strings for everything instead of doing all sorts of sounds. My favorite tracks at the end of the day were the character themes.....especially Gebel's which features gorgeous piano, i only wished the game would have done more like that itself.
I was waiting for that truly creepy music, or totally rocking music, or waltzy music and just the styles never achieved it for me. This might sound all bad but overall it's still a good OST with some awesome tracks on it.
Characters and Story
I honestly have no issue with any of this stuff. I think the characters are voiced well and have some great comedic moments. Each character was handled incredibly well at the end of the day it's not what i want out of these characters it's...do they do a good job of selling what these characters are and I think they did. Also...O.D. rules.....please give me a game with him as a lead. I remember suggesting files in the vein of Resident Evil in this game and I don't know if that was always the plan or that thread got some attention but I'm so happy regardless of that. The lore books were fantastic and made the story feel deeper than any Castlevania because of it. They were also well writen. PLEASE keep this going forward.
Gameplay
This is where the game excells and nearly NEARLY topped SOTN for me. The game has so much depth, has so many cool little secrets, has so many cool items......i don't think a game IGA's made has ever given me so many options. Is there things I want improved? sure...I'd love familiars to be completely unique and not from enemies. I'd love transformations that felt like actual transformations....but that's incredibly nitpicky. This is the games shining moment and I hope they continue to keep these elements in future games and just improve them. Don't scrap them.
The game is a 8.5 for me. if some of these issues were ironed out it'd be a 10 and the best game IGA has made but it's got it's flaws that hopefully get ironed out in a second game.
One small note:
I think an expansion to the art team would do IGA's games a lot of favors in terms of layout, art design....etc. I can't imagine how hard it must be to balance so many artistic elements with the size of team they have.
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Enkeria
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Post by Enkeria on Jun 24, 2019 13:33:58 GMT -6
All you Zangetsu theorycrafters and brainstormers out there. Listen up! Finished the game? Good.. Spoilers: Bloodstained 2 need familiar faces. Having Johannes, Miriam and Zangetsu return is good. Of course Zangetsu survived, you are probably meeting him in the second IP or saving him! Either way. If you do not see a death, they aren't dead.
Dominique however, no clue what happened to her, didn't see her die either. Or did I?
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purifyweirdshard
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Post by purifyweirdshard on Jun 24, 2019 13:39:03 GMT -6
Edit: endgame story spoilers
I'm honestly surprised by how everyone is now hating on Dominique from what she has done. I still think she's cool as hell and here I am hoping she's going to be the 3rd playable character. Even as a christian I'm not that bothered of what she did, at this point I'm used to the trope of "the Church were the bad guys all along!" that is frequently used on JRPGs. Same spoilers subject: It's probably mostly just me rather than "now". I was deeply invested in that character. The trope is extremely common these days, yes, and that's my problem - Castlevania classically has been one of my few escapes from it. It's what drew me more into liking it over other things. Now, even CV itself and Bloodstained are doing it. RIP.
Have to wait for a new exorcist or something, I guess. Like I said, at least she's just one bad apple - hopefully.
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Post by Nezuto on Jun 24, 2019 13:41:23 GMT -6
All you Zangetsu theorycrafters and brainstormers out there. Listen up! Finished the game? Good.. Spoilers: Bloodstained 2 need familiar faces. Having Johannes, Miriam and Zangetsu return is good. Of course Zangetsu survived, you are probably meeting him in the second IP or saving him! Either way. If you do not see a death, they aren't dead.
Dominique however, no clue what happened to her, didn't see her die either. Or did I? It's only assumed that Dominique dies, since she fused with Bael at the end. I don't think she's one to give up that easily. Though I have to wonder if she would be able to return, given what Fryda Wolff went through with the breast cancer, iirc, she had lost both and I'm sure that had to of taken a toll on her. Unless things ended up for the better, haven't seen or heard news in regards to that situation since last year.
But, her and Zangetsu should definitely be around for a future installment. Snakegetsu simply because he's too badass to be taken out by some little hands grabbing on him.
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Ciel
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Post by Ciel on Jun 24, 2019 14:06:28 GMT -6
Thoughts on Bloodstained Boss Designs This is one area that disappointed me. For a series of games that attracts mainly an adult audience why do the bosses in a *demon* focused game feel so tame design wise? A lot of them just felt odd. Where's the grotesque designs like Legion or like Beezlebub? Or just monstrosities in general? in the future it'd be nice to see more designs that really brought on more of the darker creepier elements that made some of his earlier Vania titles memorable. The game didn't feel dark enough in that regard and I loved all the light-hearted moments but a better mix would have been great. Huh, now that you mention it, we didn't get a single creepy dark enemy, did we? I wonder if that was a design choice from IGA or something else, he hasn't made any comment on it I think. That's a subject we should probably look more closely. MusicI'm so torn on this OST. I feel like a lot of the tracks we heard from the beta turned out to be the better music, so it was a bit disappointing to play the game and the remaining tracks didn't do much for me. I felt like it lead me to be disappointed. I'm also not sure if the Orchestra direction paid off like I hoped it would. There's something thin about some of the tracks that you never got when Michiru Yamane did the old games.....listen to *Garden Forgotten by Time* for example and compare it to one of the new tracks. One feels full and has loads of energy and a lot of these feel kinda empty. On top of that the OST lacks major variety compared to SOTN's ost. Maybe I shouldn't compare to that OST but I thought with the amount of time this game was worked on there'd be far more to bite into. Where's piano centered tracks? Where's guitar lead centered tracks? Where's completely bizzare arrangements ....ala wandering ghosts.... I feel like in the process of using an orchestra the game pigeon holed itself into mainly using strings for everything instead of doing all sorts of sounds. My favorite tracks at the end of the day were the character themes.....especially Gebel's which features gorgeous piano, i only wished the game would have done more like that itself. Certainly a budget decision, I even recall Michiru Yamane talking about how young the staff was, in that behind the scenes with the music team video. It seems that orchestrated tracks are expensive, and Michiru Yamane even more expensive, so that's probably what happened. Edit: endgame story spoilers
I'm honestly surprised by how everyone is now hating on Dominique from what she has done. I still think she's cool as hell and here I am hoping she's going to be the 3rd playable character. Even as a christian I'm not that bothered of what she did, at this point I'm used to the trope of "the Church were the bad guys all along!" that is frequently used on JRPGs. Same spoilers subject: It's probably mostly just me rather than "now". I was deeply invested in that character. The trope is extremely common these days, yes, and that's my problem - Castlevania classically has been one of my few escapes from it. It's what drew me more into liking it over other things. Now, even CV itself and Bloodstained are doing it. RIP.
Have to wait for a new exorcist or something, I guess. Like I said, at least she's just one bad apple - hopefully. I see where you're coming from, seeing your preffered character reduced to a simple trope that you even don't like. It's a shame indeed, and I can somewhat relate with what you're feeling. Maybe not in this case because I probably have a thing for girls in unrealistic nun outfits doing cool things and being cool. I guess it's a Chrno Crusade and Trails in the Sky influence lol.
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purifyweirdshard
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Post by purifyweirdshard on Jun 24, 2019 14:13:00 GMT -6
Ciellol. That itself doesn't do it for me. I'm more about their motivation/content of the character etc. Definitely "cool things" happened. Pretty badass stuff. They also made her quite prominent, so I can see how/why she would garner a lot of fans, more than she would have before or with what I personally wanted from the character, too, most likely. It's not a bad objective move, like I was trying to have come across, just not what I was looking to get out of this. Nothing wrong with "battle nuns" in general. Always an amazing design idea. Heck, Ciel herself obviously. I was looking for that or Riesbyfe and got Double from Skullgirls instead or something.
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Post by CastleDan on Jun 24, 2019 14:17:14 GMT -6
Ciel Yeah, I wouldn't doubt it was a budget decision. If you can't afford some massive orchestra it'll naturally sound a bit weaker. I still don't think that excuses a lack of variety in sounds but I do think a lot of that could have been the desire to use as much orchestration as they could since it was the backer promise. I don't know I just wish we got far more varied tracks and atmospheric music too..... There was nothing that felt as downright creepy and pulled me in to this level. Maybe I shouldn't expect music on this level anymore though....SOTN's ost feels like lightning in a bottle. And regarding the lack of grotesque designs and generally ...tame visual designs and material. This is their base....Literally almost 98+ percent of the people who support IGA's games are over the age of 18. Maybe cater to them more? Not saying you should drop "F" bombs or something but go a bit more bloody, go a bit more grotesque, play up some more creepy designs. It just feels weird to have such a tame approach to a game about demons. I mean when you could be doing more creepy look designs like this
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