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Post by CastleDan on Jan 5, 2016 14:02:45 GMT -6
I thought it might be a good idea to discuss desires of how we want to feel when traversing this castle or when we meet inhabitants ..etc.
Basically, how do you want to feel when playing Bloodstained. I remember when I first played SOTN, everything about that game made me feel like it was a true vampire tale taking place in the 1700's. It just had a tone about the music, the visual style, the great animation work. You felt lifted completely into the game.
Lament Of Innocence again, even though I wasn't the biggest fan of the 3d vanias had such a great tone that somehow felt true to it's time period.
I don't know if this is a good topic but we seem to need something new to talk about so why not?
What do you want to feel, what kind of tone do you hope they take with dialogue or encounters with monsters/bosses ...etc.. locations?
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Post by Ghalion on Jan 5, 2016 14:26:40 GMT -6
EROTIC VIOLENCE!!! =p
Seriously im not picky. I just hope it really is chock full of gorgeous coloured stained glass with lighting effects that utilize them better than the current shader examples... I mean im not disliking the shader examples, i just wish the windows in them were more... Significant.
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Post by LordKaiser on Jan 5, 2016 14:44:03 GMT -6
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Post by GenericSoda on Jan 5, 2016 14:44:48 GMT -6
HIT THE LEVER Short answer: I guess I'd like a tone sort of similar to Harmony of Dissonance or Order of Ecclesia. Long answer: Tone is super interesting between all of IGA's Castlevania games. I'll go on record saying that I'm totally fine with the anime artstyles in Dawn of Sorrow and Portrait of Ruin because they suit the tone much better than Kojima's gothic style. DoS and PoR have very low stakes in their stories: they're both about investigating sketchy circumstances rather than there being an immediate threat to deal with, like the missing characters in SotN and HoD, the stolen glyphs in OoE, or being trapped in Dracula's Castle in AoS. With that in mind however, I really didn't grow to like Shaona a whole lot as a character for the bulk of OoE. Shanoa's lack of emotions just made her so boring, even though she did have some fun moments interacting with the villagers and her "go to hell" at the lighthouse. By comparison, I'd like to see Miriam's fuzzy memories played for laughs occasionally, or use it to flesh out Bloodstained's concepts a bit. I do think that since Gebel has summoned the demon castle the stakes should immediately be higher, but that doesn't mean we shouldn't have a moment to have the characters goofball a bit. Post-boss conversations would be a good start, since the catharsis of winding down after a boss and meeting new characters goes hand in hand. It shouldn't be all shits and giggles though, especially since Gebel means business; his conversations in particular should be serious.
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Post by CastleDan on Jan 5, 2016 14:47:00 GMT -6
These pictures are exactly I mean. Those first few pics are what I'm looking for. I want to feel transported to the time period of the game, I hope they capture the look and feel of the times. I know IGA said he wanted to really give you the feeling of the actual history of the time, but I hope that has a huge play into the visuals and characters as well. Don't allow modern conventions come through, keep the period feel of this game alive throughout!
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[TI0] お疲れ様でした、IGA!
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Post by Clear on Jan 5, 2016 14:51:00 GMT -6
For me, I think it simply comes down to this:
SoTN / OoE hybrid tone mixed in with the feeling of walking around inside an old cathedral full of stained-glass windows. It's about that feeling of awe from looking at the colors shining through from the natural sunlight for the first time yet having this feeling every single time starting from the point I boot up to Bloodstained's title screen.
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Post by CastleDan on Jan 5, 2016 14:51:17 GMT -6
HIT THE LEVER Short answer: I guess I'd like a tone sort of similar to Harmony of Dissonance or Order of Ecclesia. Long answer: Tone is super interesting between all of IGA's Castlevania games. I'll go on record saying that I'm totally fine with the anime artstyles in Dawn of Sorrow and Portrait of Ruin because they suit the tone much better than Kojima's gothic style. DoS and PoR have very low stakes in their stories: they're both about investigating sketchy circumstances rather than there being an immediate threat to deal with, like the missing characters in SotN and HoD, the stolen glyphs in OoE, or being trapped in Dracula's Castle in AoS. With that in mind however, I really didn't grow to like Shaona a whole lot as a character for the bulk of OoE. Shanoa's lack of emotions just made her so boring, even though she did have some fun moments interacting with the villagers and her "go to hell" at the lighthouse. By comparison, I'd like to see Miriam's fuzzy memories played for laughs occasionally, or use it to flesh out Bloodstained's concepts a bit. I do think that since Gebel has summoned the demon castle the stakes should immediately be higher, but that doesn't mean we shouldn't have a moment to have the characters goofball a bit. Post-boss conversations would be a good start, since the catharsis of winding down after a boss and meeting new characters goes hand in hand. It shouldn't be all shits and giggles though, especially since Gebel means business; his conversations in particular should be serious. I see we are the opposites of each other. I hope it stays away from that very anime goofiness. ( somewhere out there @crococile is angry at me) .... I like a more serious tone it doesn't mean it can't be fun though. Like when Maria interacts with Alucard it's always funny to see the contrast between the two very different characters. It's never GOOFBALL though which is a good thing. It's in a demon castle and the game was about Dracula. I don't think funny is the right tone for that as it kinda takes away the atmosphere a little every time you crack jokes. It's like going to a horror movie and then the whole time the main cast is undermining the villain by making jokes. It just takes the threat and seriousness away. A balance is good, keep it correct to the times but have there be some banter between contrasting characers
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Post by CastleDan on Jan 5, 2016 14:53:36 GMT -6
For me, I think it simply comes down to this: SoTN / OoE hybrid tone mixed in with the feeling of walking around inside an old cathedral full of stained-glass windows. It's about that feeling of awe from looking at the colors shining through from the natural sunlight for the first time yet having this feeling every single time starting from the point I boot up to Bloodstained's title screen. Yeah except i'd probably say SOTN/Aria but I'm totally fine with an OoE hybrid as well. That's exactly how i'm hoping i feel when playing it.
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Post by GenericSoda on Jan 5, 2016 15:00:45 GMT -6
That's sort of what I was going for. I don't want stupid slapstick stuff, but it would make sense for Miriam not being totally on the level to be played for laughs as well as being used to help ease the player into the game's concepts. As long as it's not overboard I'm fine with some silliness, I just don't want 100% serious all the time, because that makes for a really dull game.
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Post by CastleDan on Jan 5, 2016 15:03:43 GMT -6
That's sort of what I was going for. I don't want stupid slapstick stuff, but it would make sense for Miriam not being totally on the level to be played for laughs as well as being used to help ease the player into the game's concepts. As long as it's not overboard I'm fine with some silliness, I just don't want 100% serious all the time, because that makes for a really dull game. Well how many outright silly moments can you name in SOTN? I don't know of many at all. I think you might be confusing serious with just plain boring. SOTN is a serious game but it's a game that's full of charm and love. You can make something that's serious but because it has a load of charm it's not dull or drab. For instance, the librarian character isn't FUNNY, he isn't cracking jokes... it isn't needed because the character itself is just a joy to listen to. I guess what I'm saying is jokes aren't what it needs. It just needs characters that really pull you into the universe. You know?
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Post by allooutrick on Jan 5, 2016 17:58:00 GMT -6
Seeing how Miriam's story is already rather tragic as well as her relationship to Gebel I would like to see the game keep that as the focus. A dark, melancholy story with only the possibility of hope. At the same time though I don't want that to be the only focus. It's easy to get desensitized to it all, whether it's humor or dread, when that's all you're exposed to. They should include light hearted moments, maybe flashbacks, her and Gebel reminiscing during whatever brief moments of sanity he shows, etc to both drive home the original idea that this is a dark story and to keep things from getting stale.
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Post by spideryfingers on Jan 5, 2016 18:05:45 GMT -6
There's a saying that goes "Anticipation of death is worse than death itself" ... that's the foreboding feeling I want to experience when exploring Bloodstained.
I remember playing Dawn of Sorrow for the first time and, as I ascended through the Demon Guest House, there was a weird sense of dread that the boss of this particular area was going to be different. There was such an odd diversity of enemies around that I didn't have the foggiest of what to expect when I located the boss door. So when the Puppet Master suddenly dropped from the ceiling like a giant four-legged spider with droning moans and rolling eyes, the feeling was total panic injected with a huge shot of creepiness. Of course, I failed a few times before I finally killed it and the satisfaction of prevailing was uplifting.
Symphony of the Night though, was one heck of an eerie game and the bosses were really nasty (Galamoth), creepy (Olrox) and, occasionally, gross like Beezlebub and Granfalloon. For me, encountering bosses like these lay at the core of Castlevania and I hope Bloodstained will have some terrifying, screen-filling bosses to crank up the poo-ya-pants meter.
With Bloodstained, I want to be enchanted by beautiful scenery, fascinated and teased by amorous but evil demons but, most of all, I want to be afraid and chilled to the bone.
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Post by CastleDan on Jan 5, 2016 20:10:01 GMT -6
There's a saying that goes "Anticipation of death is worse than death itself" ... that's the foreboding feeling I want to experience when exploring Bloodstained. I remember playing Dawn of Sorrow for the first time and, as I ascended through the Demon Guest House, there was a weird sense of dread that the boss of this particular area was going to be different. There was such an odd diversity of enemies around that I didn't have the foggiest of what to expect when I located the boss door. So when the Puppet Master suddenly dropped from the ceiling like a giant four-legged spider with droning moans and rolling eyes, the feeling was total panic injected with a huge shot of creepiness. Of course, I failed a few times before I finally killed it and the satisfaction of prevailing was uplifting. Symphony of the Night though, was one heck of an eerie game and the bosses were really nasty (Galamoth), creepy (Olrox) and, occasionally, gross like Beezlebub and Granfalloon. For me, encountering bosses like these lay at the core of Castlevania and I hope Bloodstained will have some terrifying, screen-filling bosses to crank up the poo-ya-pants meter. With Bloodstained, I want to be enchanted by beautiful scenery, fascinated and teased by amorous but evil demons but, most of all, I want to be afraid and chilled to the bone. I feel like the DS games focused too much on gimicky gameplay... The seals, the glyphs....it almost felt apart of the story. I hope the story focuses more on the characters themselves and not something that is a gameplay mechanic. SOTN you fight a boss like Orlox and you think.... Oh this is cool he's greeting you before you fight him, and he owns this part of the castle. You are engulfed into the atmosphere of all that. With Dawn of Sorrow though I would think oh okay what gameplay technique does this boss represent. Does anyone ever feel like that? Please don't hate my viewpoint of it, I loveeeee Dawn, I loveeee OoE... I just wish it'd focus more on an actual story about characters and less about the gameplay mechanic within the story. For instance SOTN was about Richter being missing and rumors of him being hte master of the castle....etc.. It didn't work the transformations into the story or anything for instance. Lament of Innocence had it right as well.
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Redogan
Monster-Hunting Igavaniac
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[TI0] Game On!
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Post by Redogan on Jan 5, 2016 21:54:58 GMT -6
For me, in any given area in a game, music+atmosphere+sound effects = tone. Lament of Innocence had all of that in spades.
Another perfect example of the tone I would like is the part of Lords of Shadow where you enter the castle and there are curtains covering the windows as the sun is setting. Part of playing that area is to pull open the curtains to allow the sunlight to stop the spawning vampires. Then later in that area, the sun goes down completely and the vampires begin to spawn again due to lack of sunlight. (Here is the vid)
That kind of feeling is something that carries games into casual conversations. (The kind of video game talk you may have had as a kid on the playground in school.) It is also the kind of thing that you remember years after playing it. This type of feeling is the difference between a good game and a great one.
The tone isn't the only way to generate that kind of feeling. Well thought out and strategically placed game elements can also achieve the same thing. A good example is using the Stop Watch in the clock room in SotN to open a passage. Or cryptically hiding hints in item descriptions (Wear....clock....). It can also be achieved by having special conditions activate during boss fights. Go into the boss fight normally and the fight proceeds a certain way. But explore and find a special item and use that when the fight begins and the boss uses different attacks or has special abilities disabled. The players may not figure this kind of thing out until subsequent playthroughs. More examples include "Meth means death, e-Meth means life." (For all the Lament players out there...) Or even as simple as learning that Sypha could freeze hard enemies and take them out with one whack instead of 6 or 8 regular hits. Alternate methods of gameplay, traversal, and combat are always memorable.
And that is what I am getting at really. The feeling I want from Bloodstained is memorable gameplay, encounters, areas, and music. Things that really make the game stand out. Things that I will want to tell my gaming friends about. When someone asks me, "So, how's Bloodstained?" I want to reply, "Oh, man, you have to see this!" Or "There's this amazing thing that happens when...."
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Post by crocodile on Jan 5, 2016 22:10:40 GMT -6
It's hard to predict tone when we don't have that much to work with but considering the obvious inspirations, the art, the few plot points we have, etc. I'd imagine that it would trend more towards SoTN, OoE, etc. rather than say DoS or PoR. I will say though that I don't think people should be afraid of humor. Humor can be good and consistent with the tone I think most are expecting of this game and it is not at all incompatible with well written horror, gothic fantasy, etc. Don't forget, SoTN was a game where a skeleton named Yorick would run around trying to catch its own head HIT THE LEVER Short answer: I guess I'd like a tone sort of similar to Harmony of Dissonance or Order of Ecclesia. Long answer: Tone is super interesting between all of IGA's Castlevania games. I'll go on record saying that I'm totally fine with the anime artstyles in Dawn of Sorrow and Portrait of Ruin because they suit the tone much better than Kojima's gothic style. DoS and PoR have very low stakes in their stories: they're both about investigating sketchy circumstances rather than there being an immediate threat to deal with, like the missing characters in SotN and HoD, the stolen glyphs in OoE, or being trapped in Dracula's Castle in AoS. With that in mind however, I really didn't grow to like Shaona a whole lot as a character for the bulk of OoE. Shanoa's lack of emotions just made her so boring, even though she did have some fun moments interacting with the villagers and her "go to hell" at the lighthouse. By comparison, I'd like to see Miriam's fuzzy memories played for laughs occasionally, or use it to flesh out Bloodstained's concepts a bit. I do think that since Gebel has summoned the demon castle the stakes should immediately be higher, but that doesn't mean we shouldn't have a moment to have the characters goofball a bit. Post-boss conversations would be a good start, since the catharsis of winding down after a boss and meeting new characters goes hand in hand. It shouldn't be all shits and giggles though, especially since Gebel means business; his conversations in particular should be serious. Yeah I really like Shanoa but it was disappointing that her lack of memories had a real restrictive effect on her personality. I feel for a lot of women characters in fiction, "badass" get conflated with "stoic" or "emotionless" (or sometimes even just straight boring) and it really doesn't have to be that way. A character can be confident, courageous and highly competent (which I hope are things that all describe Miriam) and still be expressive with a noteworthy personality (contemplative, cocky, girly, bold, perceptive, inquisitive, etc.) or even occasionally make a mistake. I see we are the opposites of each other. I hope it stays away from that very anime goofiness. ( somewhere out there @crococile is angry at me) .... I like a more serious tone it doesn't mean it can't be fun though. Like when Maria interacts with Alucard it's always funny to see the contrast between the two very different characters. It's never GOOFBALL though which is a good thing. It's in a demon castle and the game was about Dracula. I don't think funny is the right tone for that as it kinda takes away the atmosphere a little every time you crack jokes. It's like going to a horror movie and then the whole time the main cast is undermining the villain by making jokes. It just takes the threat and seriousness away. A balance is good, keep it correct to the times but have there be some banter between contrasting characters Did someone summon me? I feel like the DS games focused too much on gimicky gameplay... The seals, the glyphs....it almost felt apart of the story. I hope the story focuses more on the characters themselves and not something that is a gameplay mechanic. SOTN you fight a boss like Orlox and you think.... Oh this is cool he's greeting you before you fight him, and he owns this part of the castle. You are engulfed into the atmosphere of all that. With Dawn of Sorrow though I would think oh okay what gameplay technique does this boss represent. Does anyone ever feel like that? Please don't hate my viewpoint of it, I loveeeee Dawn, I loveeee OoE... I just wish it'd focus more on an actual story about characters and less about the gameplay mechanic within the story. For instance SOTN was about Richter being missing and rumors of him being hte master of the castle....etc.. It didn't work the transformations into the story or anything for instance. Lament of Innocence had it right as well. Some of the forced/shoe-horned DS feature use was obnoxious (DoS probably being the worst offender) but I don't think its uncommon or unfair to link major mechanics to the narrative. With Alucard, everything he could do was because he was a vampire (son of Dracula) - there was a narrative link. Soma's Souls and Shanoa's Glyphs are integral to their gameplay and that naturally ties into the narrative as well. I'd also argue that the DS games, OoE especially, spend more time on their characters that SoTN does. Albus, Barlowe, Shanoa and the Villagers all had pretty noteworthy and prominent arcs. Richter and Maria really aren't given that much time or focus (though that may be because you learned a lot about them in Rondo of Blood so I guess it wasn't super important to delve into their characters again in SoTN) and there aren't really that many cutscenes in the game.
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Post by CastleDan on Jan 6, 2016 1:09:50 GMT -6
It's hard to predict tone when we don't have that much to work with but considering the obvious inspirations, the art, the few plot points we have, etc. I'd imagine that it would trend more towards SoTN, OoE, etc. rather than say DoS or PoR. I will say though that I don't think people should be afraid of humor. Humor can be good and consistent with the tone I think most are expecting of this game and it is not at all incompatible with well written horror, gothic fantasy, etc. Don't forget, SoTN was a game where a skeleton named Yorick would run around trying to catch its own head HIT THE LEVER Short answer: I guess I'd like a tone sort of similar to Harmony of Dissonance or Order of Ecclesia. Long answer: Tone is super interesting between all of IGA's Castlevania games. I'll go on record saying that I'm totally fine with the anime artstyles in Dawn of Sorrow and Portrait of Ruin because they suit the tone much better than Kojima's gothic style. DoS and PoR have very low stakes in their stories: they're both about investigating sketchy circumstances rather than there being an immediate threat to deal with, like the missing characters in SotN and HoD, the stolen glyphs in OoE, or being trapped in Dracula's Castle in AoS. With that in mind however, I really didn't grow to like Shaona a whole lot as a character for the bulk of OoE. Shanoa's lack of emotions just made her so boring, even though she did have some fun moments interacting with the villagers and her "go to hell" at the lighthouse. By comparison, I'd like to see Miriam's fuzzy memories played for laughs occasionally, or use it to flesh out Bloodstained's concepts a bit. I do think that since Gebel has summoned the demon castle the stakes should immediately be higher, but that doesn't mean we shouldn't have a moment to have the characters goofball a bit. Post-boss conversations would be a good start, since the catharsis of winding down after a boss and meeting new characters goes hand in hand. It shouldn't be all shits and giggles though, especially since Gebel means business; his conversations in particular should be serious. Yeah I really like Shanoa but it was disappointing that her lack of memories had a real restrictive effect on her personality. I feel for a lot of women characters in fiction, "badass" get conflated with "stoic" or "emotionless" (or sometimes even just straight boring) and it really doesn't have to be that way. A character can be confident, courageous and highly competent (which I hope are things that all describe Miriam) and still be expressive with a noteworthy personality (contemplative, cocky, girly, bold, perceptive, inquisitive, etc.) or even occasionally make a mistake. I see we are the opposites of each other. I hope it stays away from that very anime goofiness. ( somewhere out there @crococile is angry at me) .... I like a more serious tone it doesn't mean it can't be fun though. Like when Maria interacts with Alucard it's always funny to see the contrast between the two very different characters. It's never GOOFBALL though which is a good thing. It's in a demon castle and the game was about Dracula. I don't think funny is the right tone for that as it kinda takes away the atmosphere a little every time you crack jokes. It's like going to a horror movie and then the whole time the main cast is undermining the villain by making jokes. It just takes the threat and seriousness away. A balance is good, keep it correct to the times but have there be some banter between contrasting characters Did someone summon me? I feel like the DS games focused too much on gimicky gameplay... The seals, the glyphs....it almost felt apart of the story. I hope the story focuses more on the characters themselves and not something that is a gameplay mechanic. SOTN you fight a boss like Orlox and you think.... Oh this is cool he's greeting you before you fight him, and he owns this part of the castle. You are engulfed into the atmosphere of all that. With Dawn of Sorrow though I would think oh okay what gameplay technique does this boss represent. Does anyone ever feel like that? Please don't hate my viewpoint of it, I loveeeee Dawn, I loveeee OoE... I just wish it'd focus more on an actual story about characters and less about the gameplay mechanic within the story. For instance SOTN was about Richter being missing and rumors of him being hte master of the castle....etc.. It didn't work the transformations into the story or anything for instance. Lament of Innocence had it right as well. Some of the forced/shoe-horned DS feature use was obnoxious (DoS probably being the worst offender) but I don't think its uncommon or unfair to link major mechanics to the narrative. With Alucard, everything he could do was because he was a vampire (son of Dracula) - there was a narrative link. Soma's Souls and Shanoa's Glyphs are integral to their gameplay and that naturally ties into the narrative as well. I'd also argue that the DS games, OoE especially, spend more time on their characters that SoTN does. Albus, Barlowe, Shanoa and the Villagers all had pretty noteworthy and prominent arcs. Richter and Maria really aren't given that much time or focus (though that may be because you learned a lot about them in Rondo of Blood so I guess it wasn't super important to delve into their characters again in SoTN) and there aren't really that many cutscenes in the game. You get what I mean though. It'd be like Maria discussing his vampire powers like it's a huge importance to the story. Something like this.. Maria: Alucard you must use your Vampire glyphs to keep dracula at bay, it's the only thing that keeps him sealed in the castle. Then some stupid tutorial that makes it even more obvious it's just a game pops up and shows you how to activate some weird unneeded Vampire Seal. It takes whatever the gameplay gimmick is and turns it into something story oriented. Instead SOTN doesn't do anything like that and instead focuses on what it needs to focus on, the son of dracula putting an end to his fathers rein of terror. It doesn't focus on any gameplay gimmick within the story which kills off the mood/tone of the story because it makes it obviously gamey. You know?
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Post by Goobsausage on Jan 6, 2016 2:07:44 GMT -6
I'd have to agree with what Castledan's saying abut gameplay gimmicks and story getting in the way of each other. Games like that don't feel mature to me when they do it and I think it'd be better for the player to suspend their disbelief.
As for the overall feel of the castle, I hope it ends up feeling like a mix between a cathedral and a giant Victorian mansion. I want to see that stained glass put to good use.
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Loyal Familiar
[TI2]My heart is blood, my blood is glass, my soul is frozen.
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Post by Kaius on Jan 6, 2016 4:54:03 GMT -6
I want to realize that I am in an ancient era, that the Castle is full of darkness but also that it was a peaceful place before the disaster. I want the game to tell me : "You were part of this". I hope the "glasstained" will get the attention it deserves. Basically, I know what the game is all about but I want this game to make me understand it by itself, not because someone told me to.
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Post by crocodile on Jan 6, 2016 5:30:35 GMT -6
I mean the crystal curse is the source of Miriam's power and also the major narrative hook of the game. There's really no way to separate that for this game or really avoid having it called out occasionally. There was also a lot less going on mechanically in SOTN compared to other games and I'd argue some aspects of it were still a bit under-explained or under-justified. I think arguing for a more organic tutorial(s) make sense though - the opening levels of like Mega Man X and Shovel Knight are great at getting you up to speed on the mechanics of the game without beating you over the head with "Press A to Jump" and what not.
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purifyweirdshard
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Post by purifyweirdshard on Jan 6, 2016 8:34:35 GMT -6
I meant to reply with this yesterday when I saw the topic. crocodile's avatar should totally be a really anime crocodile, like the first result here: www.google.com/search?q=anime+crocodile&biw=1121&bih=534&source=lnms&tbm=isch&sa=X&ved=0ahUKEwizn66DsZXKAhVGcz4KHWEaAkgQ_AUIBigBToo bad it's copy-protected, lol. Anyway, while I can agree that sometimes tutorials and game mechanics are a bit too obtrusive, I don't think we should shy away from the gaminess (gamey-ness) of the experience. I think that's a very good thing and important part of the charm of titles like previous Igavania games, and the majority of the most enjoyable games in history. We're not going for realism here, right? Doesn't everybody like bags of money somehow being inside actual candles, pristine and plated food hidden away in dark corners of hallways, things like hearts in general? I think that with increased graphical fidelity in today's gaming world, in some cases games have shifted away from these fun (and yes, somewhat silly) aspects in favor of a more cinematic and epic experience. That can be great, when appropriate, in say...the right genre in full 3D, but even in the games I feel that best achieve such a thing have elements and tuoches to them that thankfully remind me, yes, this is a game, and it's made to be fantastical and fun. Metal Gear is a pretty good example of that.
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