Enkeria
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Post by Enkeria on Jan 5, 2017 17:12:12 GMT -6
Familybusiness before the chaos, now it is all in ashes and he does what he always have longing for, listen to his call to help others, and alchemy. Did the Johannes family business involve using other people's flesh or remains for scientific or culinary taboos? No, I think they made Ginger Ale and sold cheese actually.
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Pure Miriam
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Post by Pure Miriam on Jan 5, 2017 17:12:24 GMT -6
Wow! Good update. Quite a few things to talk about it here, so, let's start: THE VILLAGE
Damn, this looks gorgeous! Take a look at the whole feel this village has. The buildings are crumbling due to the attack and probably due to the eruption of the Laki volcanic fissure, but you can clearly see they are simple buildings, like a rural village. The moon partially hidden by the red sky, the houses and trees in the background. I have to say, things look really promising. The village itself looks great and the whole place looks realistic. MIRIAM "OUT OF PLACE" GRAPHICS
Some said, here and at the update page on kickstarter, that Miriam looks out of place with the rest of the scenario, as if she was pasted there, like if she was filmed in a chroma key and put it there later on. I also got that feel, but only in some small parts. That felt strange. "Why i think she looks a little off just in some parts of it?" and then, i started to look at the video in a slower motion and understood why. Take a look at this: PICTURE 1 As we all can see here, Miriam looks out of place at this scene. She looks floating and not really standing in the celling. PICTURE 2 Here, in the other hand, she looks way more blended with the environment. You can really feel she is there. I think that happens due to the colors. In places that have a brighter color, she looks a little off, or out of place. That also reminds me of something. VEPAR also felt off and out of place for some players due to how bright it is colored. Maybe there is a connection? Bright colors in this graphical style are making things look pasted and not really blended in? THE SHOP and JOHANNES
Soooo the shop is going to be here, at the village! Good call. I can guess we will need to clean the whole place of demons, and beat a boss, maybe to save the shop keeper to make him/her move here and start his/her business. If the shop keeper doesn't go inside one of the buildings (prompting you to enter it and show up inside in another map), it would be cool if the shop would be close to the oxcart. The shop keeper could grab a chair, sit down there and put it's items inside the oxcart. So, Johannes will be here too? What will be his role in the game? Giving out quests? Upgrading shards through alchemy? Advisor? Everything i said? Intriguing... OTHER THINGS "In addition to Johannes...Oh, we can't quite tell you yet, but you'll hear more about them in our later updates. Please look forward to it."New characters, for sure. The village will have quite a lot of people to talk, grab quests and do stuff. Something close to what Order of Ecclesia did. That would be cool, although it is not really creative. CLOSING COMMENTS
I don't really believe the music is from the village. I still think that music is from a church or something, but they don't want to show us more pieces so, they put that music there as a placeholder.I also think that the crumbling things are really good, but yeah, we need nice and tidy places too. Overall, nice update. I like the village and everything still looks good. I give my opinion about the concerns over Miriam looking "a little off". That's all folks!
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Enkeria
Silver in the Dark
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Post by Enkeria on Jan 5, 2017 17:18:08 GMT -6
Floating can be fixed with applying a bit stronger shadowcast and lightfilter on her that goes well with the environment, I notice it too. And she does have a thick outline around her, which the environment do not have, this also amplify the effect of her "not fitting".
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Post by Kale on Jan 5, 2017 17:34:53 GMT -6
Indeed, the shadows seems off on the platforms. It's almost like they have different lighting altogether.
I almost thought she had no shadow on the roof top platforms until I looked closer. The coloring o the platform almost look like it's daytime with light shining downward right at it, but her shadow cast looks like it's almost from the front, which makes it look extremely bizarre.
As for being disappointed with the updates.... I liked the last 2 updates myself, the procedural damage was awesome imo.
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Post by CastleDan on Jan 5, 2017 17:49:37 GMT -6
Reading Neogaf is disappointing. How anyone can say this looks ugly truly baffles the mind. It's one of the prettier environments we've seen. The colors and watercolor feel look great.
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Post by XombieMike on Jan 5, 2017 17:52:11 GMT -6
>From what I'm willing to bet, either this village will be where we get onto the boat and sail to the island, or its on the island and where we dock. Either way, I'm very happy to see some outdoor environments!
"I thought so, too, but yes: We have a village. In the narrative, we're still headed to the island where the castle emerged. There's a village nearby that we'll have to pass through on our way to the castle entrance." IGA
Pretty sure it's castle side due to that quote, but it could just be the way I read things. Consider though that although it's not clear if the village is something that Miriam will return to often, it may be and if that is true I'd lean even more towards assuming it's castle side.
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Post by LordKaiser on Jan 5, 2017 17:54:57 GMT -6
Is that supposed to be moss or petrified magma? This stage needs a lot of work as the textures are also very bland. Also the contact shadow of Miriam was disabled?
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Post by Scars Unseen on Jan 5, 2017 17:58:02 GMT -6
Aside from what everyone else has mentioned, I have two things I thought I'd mention: Directional Aiming - I saw that Miriam has the same Right Stick aiming that she did in the demo. I'm strongly urging that you include an alternate control scheme that ties directional aiming into the Left Stick with movement. The Right Stick aiming felt really weird to me, and takes your fingers away from the face buttons, preventing you from easily and comfortably jumping while aiming. Most games that use the Right Stick shift focus of important actions from the face buttons to the shoulder buttons for that exact reason. Dissonance Between Miriam and the Background - Some people say that Miriam doesn't feel like part of the scene, and I agree. But I think it goes further than just the coloring. The issue is that when we were discussing shaders a year ago, the decision was made to give Miriam a stylized appearance similar to (though not quite identical to) cel shading. The result is that her textures are expressed more through shading than by detail in the textures themselves.
The problem then, is that when it came to environments, IGA decided to go with highly detailed background textures, giving locations a more realistic, if 2D, look. I know this is kind of a preference thing - the backgrounds themselves look gorgeous - but I kind of feel that if we're going to have the characters stylized, the backgrounds might fit in better if they followed suit. As it is, Miriam can't look like she belongs in the environment because she follows a different art direction.
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Enkeria
Silver in the Dark
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Amzeer - Aurora of Rebirth
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Post by Enkeria on Jan 5, 2017 18:10:28 GMT -6
The issue is that when we were discussing shaders a year ago, the decision was made to give Miriam a stylized appearance similar to (though not quite identical to) cel shading. The result is that her textures are expressed more through shading than by detail in the textures themselves. The problem then, is that when it came to environments, IGA decided to go with highly detailed background textures, giving locations a more realistic
This To make Miriam fit, they either need to add cel shading to the environment or give Miriam an overhaul, making her realistic, giuving her same colors and rules like the background. Other solutions would be a bit cheaper, and that is to add her a glow of any kind. I would suggest, if the environment are like this, she perhaps should get an more realistic approach as well. But by doing this, I think all the enemies and bosses will suffer from this type of deal too. I were late to the cel shading voting. While I really love it and the background, the issue will remain, and not change as is. Perhaps there could be a good question for IGA in the next update video about this. Any takers? Edit: many talk about her not doing well against the background on YouTube:
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Post by Scars Unseen on Jan 5, 2017 18:32:11 GMT -6
Enkeria Personally, I'd go the other direction and add a shader to the background, but that's partially because I absolutely love her look, and partially because, while I understand and accept that 2.5D had to be used because pure 2D is too costly, I also feel that an attempt to follow the aesthetics of the old games should be made as much as possible. And they are succeeding to an impressive degree. As others have said, this village looks like a direct call back to Rondo of Blood. And I'm not saying that they need to go as low detail as SotN anymore than Miriam is as low detail as Alucard. But a little stronger shading combined with dialing the small details in the textures down a notch would go a long way toward making it look like a world Miriam would live in and the 2D Castlevania games we all love.
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Post by freuxdesbois on Jan 5, 2017 18:34:05 GMT -6
The background looks great, but like many others said, it feels like an overlay lighting on Myriam is missing I don't know how the background is generated, but if 3D, can't they apply only the lighting from the background on myriam ?
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Enkeria
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Post by Enkeria on Jan 5, 2017 18:43:03 GMT -6
Enkeria Personally, I'd go the other direction and add a shader to the background, but that's partially because I absolutely love her look, and partially because, while I understand and accept that 2.5D had to be used because pure 2D is too costly, I also feel that an attempt to follow the aesthetics of the old games should be made as much as possible. And they are succeeding to an impressive degree. As others have said, this village looks like a direct call back to Rondo of Blood. And I'm not saying that they need to go as low detail as SotN anymore than Miriam is as low detail as Alucard. But a little stronger shading combined with dialing the small details in the textures down a notch would go a long way toward making it look like a world Miriam would live in and the 2D Castlevania games we all love. Here is a wild though.. Cel shading applied only on surface that can be interacted by Miriam, and scaled / faded down to zero as further it goes into the distance / background?
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Post by Scars Unseen on Jan 5, 2017 18:49:30 GMT -6
Here is a wild though.. Cel shading applied only on surface that can be interacted by Miriam, and scaled / faded down to zero as further it goes into the distance / background? I wouldn't mind seeing what that looked like.
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Jango
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Post by Jango on Jan 5, 2017 19:01:09 GMT -6
While I feel like complaints about Miriam looking disconnected from the environments is a litter hyperbolic, if a change is necessary then I'd hope they change the characters rather than the environments. Miriam has never looked especially good to me. She skews a little too anime and "cute" I think. Especially seeing these fantastic environments a character artsyle closer to Order of Ecclesia would look far better I think. OoE had perhaps my favorite CV artstyle and it wasn't too dissimilar from what we're seeing of Bloodstain's world. Moreover, I've seen a billion characters that look similar to Miriam artistically. I haven't seen many games (if any) that captures the 2D sidescrolling feel of classic platformers using 3D assets as well as Bloodstained is. Seeing a game world scrolling by left, right, up, and down so well while maintaining the detail and presence and atmosphere that only 3D assets provide is truly an achievement. I'd hate to see any of that lost trying to match a standard anime-styled protagonist. This lady on the other hand would feel much more at home in Bloodstained's gorgeous world.
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Post by Scars Unseen on Jan 5, 2017 19:12:56 GMT -6
Jango You're posting concept art. Here is what Shanoa looks like: And here is what Miriam looks like: There's really not much of a difference.
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Post by XombieMike on Jan 5, 2017 19:14:10 GMT -6
Mana you are probably aware, but there is some good constructive feedback on the update comments on Kickstarter at the bottom, including Tom Happ's opinion.
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Enkeria
Silver in the Dark
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Post by Enkeria on Jan 5, 2017 19:30:52 GMT -6
Mana you are probably aware, but there is some good constructive feedback on the update comments on Kickstarter at the bottom, including Tom Happ's opinion. Thomas Happ about 3 hours ago
Hmm, something about this environment feels a bit off compared to the others - maybe because the geometry is relatively flat while the building textures and/or their normal maps are very detailed and realistic, making it look a bit like everything is cardboard cutouts with a collage of photographs glued on top.
I didn't get this same feeling from the ship or the castle entrance. I suspect it has to do with those being enclosed spaces while this is more open.
I'm not sure how I'd go about improving it. Maybe instead of having the buildings all in a flat plane, have them staggered so that you are sometimes running on the roofs of those in the foreground and other times running on the awnings sticking out from the buildings in the background.
Or maybe just having the textures and normal maps be a little bit less photoreal would make them seem less incongruous with the flatness of the buildings?
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Post by Jango on Jan 5, 2017 19:32:56 GMT -6
Jango You're posting concept art. Here is what Shanoa looks like: And here is what Miriam looks like: There's really not much of a difference. ------- Promotional art. Not concept art. And thanks to Iga actually having a budget now his characters can actually look as the designs intended rather than figuring out how to make that work in a tiny cluster of pixels. And there's actually quite a bit of difference. Miriam glides and floats through the environments as if she was a sprite or fairy. Shanoa charged through her game worlds like a freight train of death. Even when she used the more acrobatic actions in her arsenal she had weight and presence. I won't bother going through the numerous actual design differences like her color palette, expressions, mannerisms, and overall sweeping, willowy gothic aesthetics. All of that is moot because, ya know, Miriam friggin' sparkles.
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Enkeria
Silver in the Dark
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Amzeer - Aurora of Rebirth
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Post by Enkeria on Jan 5, 2017 19:44:24 GMT -6
While I feel like complaints about Miriam looking disconnected from the environments is a litter hyperbolic, if a change is necessary then I'd hope they change the characters rather than the environments. Hard to think they will do this since Miriam cell shade (!?) was one of the first thing they made / fixed. This was also a community vote. There could be other things in the works, filters upon filters we do not know about. Effects and a change of environments and point of view. Details..
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Post by Scars Unseen on Jan 5, 2017 19:55:44 GMT -6
Jango And now you're moving goalposts. I can certainly agree that some changes might be welcome to Miriam's movement, but that wasn't the discussion. You posted some concept ( fine. promotional. doesn't change the point) art as representative of Order of Ecclesia, which it is not. And setting that aside, I've never seen a game that took 3D models and made them look like that style of 2D art. Because that's what you posted: another style of 2D art. That picture doesn't look realistic any more than Miriam does. It's just a different style of art. It wouldn't fit into the game as is any more than what we have. You would just have to now move the discussion to how to realize that style in a 3D model instead of this: Now, do I think that they could have come closer to the concept art the character artist provided? Maybe. But what we have is the result of all of us providing our feedback over multiple iterations, and I'm as happy as I'm likely to get without them going with the Arc System Works method of 2.5D(which would make her animations a lot snappier as well as make for a better emulation of the 2D concept art). But honestly, feedback on Miriam's art direction is a year late. IGA decided that a long time ago. But the environments are still in work now. If any direction can be provided to make the game mesh more as a stylistic whole, that's going to be the most constructive place to provide it.
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