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Post by CastleDan on Sept 27, 2016 10:50:35 GMT -6
I don't think shields are necessarily excluded. Here's what I think is plausible...
So you have two weapon "slots" right, and every weapon in the weapons update is noted as being one- or two-handed. For every weapon that is one-handed, that space could be available for not necessarily dual wielding, but perhaps just a category of off-hand items, which may largely include shields. What else?
- A torch, to show off some nice dynamic lighting in darker areas of the castle - may have a puzzle mechanic tied to it with lighting fixtures to proceed
- This is where ammunition type is equipped
- Disposable attack items (i.e. SotN consumable projectiles - Magic Missile, shuriken, Power of Sire, et al) or restorative items (wall meat, potions, peanuts, MANA PRISM! )
And speaking of Mana, huge thanks to her for translating all of this. It couldn't have been easy with so many very technical thoughts being thrown around.
Yeah the other hand thing gives me hope. I'm really excited to see what the castle offers in terms of design, I wasn't CRAZY about the layout of the Minerva but it's a BOAT so.....it's not the best example.
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Post by crocodile on Sept 28, 2016 1:10:24 GMT -6
Summation of New Info-No Dual-Wielding for weapons (though there are still two hand slots) -Special Input Command Attacks CONFIRMED (hopefully the inputs aren't too obnoxious) -Day & Night system was considered but ultimately rejected (a bummer but their reasoning makes sense) I think you could have probably spent less time asking about Konami or things related to the campaign since a lot of the answers given here are things IGA has already said elsewhere (also who cares about Konami @ this point - if they do anything it will be on their own). I did appreciate the interview overall and the tidbits of new info we got - though as always I wish we got more Props go out to cecil-kain and his crew for putting the interview together, Mana for translating and of course IGA for doing the interview
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Post by cecil-kain on Sept 28, 2016 18:41:45 GMT -6
Summation of New Info-No Dual-Wielding for weapons (though there are still two hand slots) -Special Input Command Attacks CONFIRMED (hopefully the inputs aren't too obnoxious) -Day & Night system was considered but ultimately rejected (a bummer but their reasoning makes sense) I think you could have probably spent less time asking about Konami or things related to the campaign since a lot of the answers given here are things IGA has already said elsewhere (also who cares about Konami @ this point - if they do anything it will be on their own). I did appreciate the interview overall and the tidbits of new info we got - though as always I wish we got more Props go out to cecil-kain and his crew for putting the interview together, Mana for translating and of course IGA for doing the interview Mana deserves a LOT of credit. The interview is actually MUCH larger than what you see here. She translated 23 questions for Igarashi, but you only see 14 of those questions in this interview. I was originally hoping to setup a real-time chat on Skype, but it was impossible to line up all of our schedules. So when I was writing the interview questions, I deliberately setup a narrative approach where each question provides context for the next. This interview was intended for my Facebook group, so I started off by addressing Igarashi's relationship with the fans. Then I moved onto his departure from Konami, followed by the Kickstarter campaign --in both cases I focused on tying up loose ends from past interviews. After the first 6 questions, I had the perfect setup for an in-depth Bloodstained discussion. Please bear in mind that this interview was in the works long before Igarashi announced the delay. Nobody expected the March 2007 release date to hold, and after Might No 9's repeated delays, I felt like this was a really important issue to clear up. When I asked about meeting expectations, I was building up to the release date topic. I didn't expect an answer necessarily, but I framed the question in such a way to reassure him --to let him know that we're a sympathetic and understanding fanbase but he needs to be open about it. Igarashi's response was "No comment until further official announcement." Then the official announcement came just a few weeks later. The other Bloodstained questions focused primarily on the gameplay systems and bonus modes. Unfortunately, most of those "meat and potato" questions came back "No comment until further official announcement." I was pleasantly surprised to see him answer the special input and clock system questions. I was bummed the daylight cycle had to be dropped, but the special inputs are a fair trade IMO. Hey Mana would you mind if I share the "no comment" questions, or will raising these topics spoil future development updates?
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Post by Mana on Sept 29, 2016 2:15:03 GMT -6
No problem cecil-kain! Sorry it took me forever to translate and reply back to you with our hectic schedule and time zone difference. I don't think it would be a problem since they were left unanswered. But regarding the single slot weapon and special inputs, even I don't know the full detail on how those will be featured in the final game. The team is working to balance out the game, so if a previous feature is gone, they will adjust the difference. Hopefully we'll hear more details about it in the future
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Post by Cale on Oct 1, 2016 1:12:33 GMT -6
Cecil — Last year a dual wielding Miriam was featured on the cover of Destructoid magazine, but this feature did not appear on the E3 demo. The equipment menu had blank slot, but maybe you’re planning to use it for shields or subweapons. Can you please confirm or deny existence of a dual wielding weapon system? IGA — Although the Miriam in the Destructoid magazine features dual wielding, players will not be able to equip two separate weapons. Weapons will only use one slot for both arms. Disappointing, but not clear to me. "players will not be able to equip two separate weapons." Is it possible to wield two of the same weapon as dual wielding? Could there be items that are a pair? Example: Onikiri and Ubadachi "Weapons will only use one slot for both arms." States weapons. Are Shields in the game? Would they count as a weapon? Is the dream truly dead?! Cecil — Miriam’s kick appears to replace punching as the default attack style. Is there a reason for this? Will Bloodstained have any of the fist type weapons we’ve seen in the past? IGA — Since we had many ideas for women’s shoes, we decided Miriam will have a kicking attack instead of punching. Therefore, she will not have a punching attack nor any equipment for it. I loved punching weapons, mostly for the super close melee aspect. Kicks are basically the same thing, I have no problems with finding the perfect pair of heels to grind my enemies to dust! Cecil — Miriam’s crystal shards look very similar to Soma’s Soul System. Can you please describe the Magi-Crystal system in more detail? Will these shards grant Miriam special abilities like the double-jump or will she need to collect Magical Relics like Alucard? IGA — The system has a very similar system to the Tactical Soul system in Aria of Sorrow. This time we are using what we call a directional system where players will be able to choose the direction of the casted shard. Different kinds of gimmicks will be made around it. Double jump and other similar abilities will be available through shards. I admit I have never played Aria of Sorrow. I hope utility isn't a predilection... I always choose utility over cool attacks. Restrictions like that seem silly to me. Cecil — Maria, Alucard, Richter, Maxim, and Jonathan each had a few special input combos to perform a variety of secret skills. Maria’s “guardian knuckle”, Alucard’s “soul steal”, Richter’s “tackle”, Maxim’s “healing rain”, and Jonathan’s “knee strike” are just a few memorable examples. Alucard and Jonathan also had a few special inputs for their weapons’ “magic strike” attacks. The Alucard Sword and Stellar Sword warp attacks are particularly memorable. But let’s talk about Bloodstained… Will Miriam have any special input combos to perform martial arts, magic spells, or “magic strike” attacks? IGA —Yes, we are planning to add special input combos for special attacks. GREAT NEWS! Cecil — Modern video games like Animal Crossing can use real-time clock and calendar systems to create a wide variety of time-sensitive gameplay experiences. Some of your IGAvania games had time-sensitive equipment, but we haven’t seen a daylight cycle on a 2D Castlevania game since Simon’s Quest. Some fans miss the morning sun. Some fans demand eternal night. But what do you say? Will Bloodstained have a daylight cycle or any time-sensitive gameplay elements whatsoever? IGA — During the early development stage of Bloodstained, we planned a daylight cycle but decided not to go with it. In order to play the game, having a daylight cycle would require a high spec machine with our current features. When we weighed out the options, we dropped the idea to shift our focus on the action part of the game. But seriously, I don't think it will be a huge loss. . . Overall this interview had a lot of positives, a few confusing points and a little mystery. Thank you Cecil, Mana, and Iga!
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Post by Pure Miriam on Oct 1, 2016 8:05:47 GMT -6
I admit I have never played Aria of Sorrow. I hope utility isn't a predilection... I always choose utility over cool attacks. Restrictions like that seem silly to me. Let me explain How Aria of Sorrow System works, just because i really like it and i had nothing to post ARIA OF SORROW SYSTEM
Aria of Sorrow magic system is Called Soul Dominance System. Soma Cruz can harness the souls of the demons he kills, and you can use those souls as powers. There was four types of souls: Bullet (UP + Attack), Guardian (Left Shoulder button), Enchant (auto-effect while equipped) and Ability (different inputs for different abilities). All enemies of the whole game, (excluding humans and the final boss) had souls you could collect. Each enemy had a % rate of dropping that souls (ranging from easier, like 5, 10%, to real hard, like 0,5%) with any bosses that were one-time enemies being 100% excluding one that required a special way of fightning to get it (Legion, you needed to destroy all it's parts, than it's core). Most souls had something to do with the enemy itself, from using their powers, to granting boosts, to summoning a minor familiar version, to transformation. Most progression abilities (double jump, slide, high jump, see-through a time-stop magic from a enemy that blocked you to enter on a certain place...) was into Ability Souls. Dawn of Sorrow had the same system, plus Souls could evolve by collecting more of the same type (but not all). The Shard System uses the same colors and the same general idea of collecting "something" from enemies and use that as powers for the main character. That concept was made on Aria of Sorrow and IGA reused it on Dawn of Sorrow and Order of Ecclesia (with some differences). IGA said on interviews before, that Soul Dominance was the best magic system his team ever made, on his opinion, and that he wanted to use it again, that's why he used on Dawn and made a altered version on Order and now. ABOUT UTILITY AND COOLNESS
I don't know if i understood what you mean by that, but generally speaking, Aria/Dawn powers could be summarized like that. There was a lot of Souls that were plain useless AND not cool either and some that were really useful. And not all of them were really cool-looking. I never forget the Nightmare soul (Soma throws a flying dark Horse at the enemy). Odd-looking, but damn powerful. Or Lightning Doll Soul (Soma discharges thunderbolts from his hands) that were both cool-looking and useful. Or the Ghost soul (You could control Soma's Ghost, a small ball, to fly around and look around the castle unharmed, with really small distance from his body) that were both not cool and utterly useless.
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Post by cecil-kain on Oct 1, 2016 13:13:02 GMT -6
I just updated my original post. All of the outtakes are in the spoiler tab. Enjoy.
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Post by Cale on Oct 1, 2016 14:31:23 GMT -6
Pure Miriam Thank you for the insight. Basically I am saying I would hate to have to take Double Jump and lose access to say Slide, or High Jump, or another movement ability. Even if I could just switch abilities on the fly it seems it would be a hassle. SotN you could Double Jump and High Jump without having to go into a menu screen, or Transform into Wolf and use Wolf Charge, or Bat and Wing Smash for faster movement.
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Post by Pure Miriam on Oct 3, 2016 2:31:45 GMT -6
Pure Miriam Thank you for the insight. Basically I am saying I would hate to have to take Double Jump and lose access to say Slide, or High Jump, or another movement ability. Even if I could just switch abilities on the fly it seems it would be a hassle. SotN you could Double Jump and High Jump without having to go into a menu screen, or Transform into Wolf and use Wolf Charge, or Bat and Wing Smash for faster movement. No, i'm sure that is not going to happen at all. Let me explain why: HOW ARIA OF SORROW AND DAWN OF SORROW WORKED REGARDING PROGRESSION ABILITIES
Aria of Sorrow and Dawn of Sorrow, the core from where Shard System is based, had a type called "Ability" for that (grey in collor). And the Ability type was nothing more than Relics with another name. The three main types you needed to equip like the Shards we saw on Demo. But the Ability Type had a separate menu where you could turn them ON or OFF, using the same system as the Relics, you didn't need to equip them, since each one had a special input and you could use all fot them at the same time, like relics. They just made a glorified Relic System by adding the Ability Type Soul, to make all powers of the protagonist bound to the same system, for consinstency and plot reasons. There is also another info that must be added here. Dawn of Sorrow, that used the same system with some adds, and Order of Ecclesia, that used a system based on the same idea, also added a very useful thing: the ability to create Sets. Dawn of Sororw had a Ability soul whose power gave Soma two Sets. So, you could choose Soma's equipment and Souls on two different Sets and change them on real time with a simple command. Order of Ecclesia had a Relic (the game has relics) whose ability was the same thing, adding three sets and Shanoa could change her powers over three sets on real time. BLOODSTAINED: RITUAL OF THE NIGHT WILL HAVE SETS
If you pay attention, you can see that, on the Demo, there is a reference to Sets:
You can see, inside that red circle that i did with my impressive Paint abilities, that you havve a "Equipment Set 1". So, we are probably going to have Set 2, Set 3...and those sets will be able to be changed real-time, with sets for equipment and Shards. HOW ABILITY SOULS ON ARIA OF SORROW AND DAWN OF SORROW WERE COLLECTED
On Aria of Sorrow, most ability souls where on a specific item called "Soul Holder". A kind of a lamp post with a Soul locked on it, that you needed to break to get the Soul, as if the Demo from that Soul wasn't summoned on Castle, but his Soul was locked on a object for some unknown reason. You actually need to search those Soul Holders to get these Souls and some of them are protected by bosses. Yeah, they just made Relics being Souls to link all Soma's powers to Souls for plot reasons. On Dawn of Sorrow, they changed things around. Most ability souls now are on Bosses, so you actually need to kill bosses to get progression abilites. WHAT I THINK THEY WILL DO ON BLOODSTAINED: RITUAL OF THE NIGHT
Sets are already on the Demo, so, we can assume that will exist on the game. But i'm sure they will add a sixth Shard Type, a " Ability Type" of sorts, where you collect Shards and they go to a separate Menu where you can turn them ON and OFF like the good old relics, like what Aria and Dawn of Sorrow did. There was some teasing that some Shards would be collected on other things and not only from enemies (someone said Chests or something) so, maybe the will pull out something like the Soul Holder from Aria of Sorrow. Maybe, there will be a Ability Shard Type, and some of those Ability Shards will be hidden at Crystalized pillars or chests or anything like that, that you need to break to collect. A ADD ON INFORMATION: ARIA OF SORROW ABILITY SOULS
Just as an additional information, here's what all Ability Souls where on Aria of Sorrow (i didn't add those from Dawn of Sorrow because the game that created this system was Aria). Gravekeeper: Backdash by pressing Left Shoulder Button Skeleton Blaze: Slide by pressiong DOWN + Jump Button Malphas: Jump again on mid-jump (Double Jump). Kicker Skeleton: Kick during a Double Jump by pressiing DOWN + Jump Button. (The only one you get from a enemy). Hippogryph: perform a high-jump by pressing Left Shoulder Button in jump. Galamoth: recognize places in wich time has been stopped. (No input). (Basically, you can walk over a single part of the game where there is a enemy that teleports you back all the time you try to enter, because that enemy stops time and rewinds you back to the beginning of the corridor). I hope i was able to explain all that good enough!
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Post by Galamoth on Oct 3, 2016 6:36:59 GMT -6
ADD ON INFORMATION: ARIA OF SORROW ABILITY SOULS
Just as an additional information, here's what all Ability Souls where on Aria of Sorrow (i didn't add those from Dawn of Sorrow because the game that created this system was Aria). Gravekeeper: Backdash by pressing Left Shoulder Button Skeleton Blaze: Slide by pressiong DOWN + Jump Button Malphas: Jump again on mid-jump (Double Jump). Kicker Skeleton: Kick during a Double Jump by pressiing DOWN + Jump Button. (The only one you get from a enemy). Hippogryph: perform a high-jump by pressing Left Shoulder Button in jump. Galamoth: recognize places in which time has been stopped. (No input). (Basically, you can walk over a single part of the game where there is a enemy that teleports you back all the time you try to enter, because that enemy stops time and rewinds you back to the beginning of the corridor). Hey! How did my Soul get stuck in a 'lamp-post'?! ( "Curse you, Soma Cruz!") Ah well, I'd be perfectly willing to help Miriam (as a Shard) if there are any areas of Gebel's Castle where Time itself has stopped.
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