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Post by Pure Miriam on Jan 9, 2017 2:34:31 GMT -6
(...) First let's talk about the lighting. I understand the platforms need to pop, but these awnings are too brightly lit. I think the team may have over-reacted to the "what is/isn't a platform" criticism (...) It is not the case of over-reaction. As someone already said, there is a general rule in game development that can be summarized as: "The player must be able to see it's character at all times and to know where to walk and to land, unless it was designed to not be seen in a particular situation".The dev team added a scarf, glowing and petals falling from Miriam's back before any common people testing AND increased plataform lightning after demo-testing for the sole reason of increasing Miriam's character visibility and making it easier to see the environment. Both things are linked. As far as i know about in the game development-wise (considering the few things i read about in the past), you can change a classic character design, you can kill the visuals, you can do almost anything, inside a certain threshold, but you can't make the character "invisible" and the environment confusing with no purpose. Because that kills the gamplay. You can make a beautiful, awesome game and destroy it completely if the environment ends up too confusing to be seen and to figure it out. Simple lightning decisions that may hurt the game aesthetically wise can save a game to be a utter bomb if that helps to make everything easier to see and to figure it out. Those are decisions that dev teams needs to do. Circle of the Moon was way too dark and bland in colors. Nathan's graphics and the scenario blended together and the game was too dark. Some reviews pointed that out. The game wasn't even made by IGA and in the right next game (Harmony of Dissonance), they made everything brighter, more colorful, added a blue barrier/line all over Juste's character, just to make it easier to see and the scenario easier to figure it out. When you are working in a 3d environment, this is even harder, because 3d naturally blends together way easier than sprite work. And when you are working in a 3d environment inside a 2.5d gameplay, this is EVEN harder, because you basically doesn't have the advantage of a moving camera where the player can adjust itself to spot it's character and easily see the surrounding areas to figure out what is a plataform and what isn't. Take a look at Megaman X8, a great, 2.5d game. This is a very dark scenario (Dark Mantis stage). Even when it is really dark (with small exceptions) the plataforms and the ground are unnaturally brighter, as if the lightning is coming from nowhere, they are way brighter than everything else for the same exact problem. I pretty much agree with most of the things you said, but regarding "the team may have over-reacted to the "what is/isn't a platform" criticism" i think it is a really valid, balanced concern. But, of course, that also means that maybe there is a better way to do that. And then, i agree with what you and most others said about some of the things. Of course, i may be wrong too
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Post by Deleted on Jan 9, 2017 3:07:59 GMT -6
*Insert sloppy presentation complaints from Discord*
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Post by cecil-kain on Jan 9, 2017 7:46:10 GMT -6
No need to overstate the point. Circle of the moon clearly had problems, but I think Igarashi has good instincts on this. I'll concede it's necessary to highlight the platforms, but we can do so without overstating it. IMO the awning/rooftop highlights could easily be reduced 10-20% without causing any gameplay problems.
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Post by CastleDan on Jan 9, 2017 7:46:59 GMT -6
Everyone's talking about blending but on other forums there's a lot of people saybig the game looks straight up ugly. Idk where these same people have been this whole time but it seemed people generally thought the look of the game was quite good. The sudden reversal leaves me scratching my head.
Some are straight up uninformed like thinking the game was gonna look like the concept art from the beginning, others are straight up wrong saying it looks equal to mighty no 9 and DXC, and others just seem to be spewing hyperbole. It's an indie Kickstarter game....how good did they expect this to look? If all the money was focused on visuals instead of extra modes than maybe it could look to their expectations but some people have some out their expectations..
Like expecting vanillawear quality. Their games are literally straight repetitive lines, it's just not feasible for an igavania.
Le sigh
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Post by Scars Unseen on Jan 9, 2017 9:55:55 GMT -6
CastleDan Some people are doing that, yes, but it's wrong to dismiss all complaints as hyperbole. Another thing(one that I'm saying, but also that I've seen others post on Reddit) is that Miriam and the environments aren't being done in the same art style, and that this is something worth bringing up as a point of criticism. I'm certainly fine with IGA showing us up and proving that what he's showing us now will mesh well with a bit of tweaking, but that doesn't mean that I feel that I shouldn't bring up criticisms that I see. That doesn't help anyone.
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Post by crocodile on Jan 9, 2017 10:40:08 GMT -6
Everyone's talking about blending but on other forums there's a lot of people saybig the game looks straight up ugly. Idk where these same people have been this whole time but it seemed people generally thought the look of the game was quite good. The sudden reversal leaves me scratching my head. Some are straight up uninformed like thinking the game was gonna look like the concept art from the beginning, others are straight up wrong saying it looks equal to mighty no 9 and DXC, and others just seem to be spewing hyperbole. It's an indie Kickstarter game....how good did they expect this to look? If all the money was focused on visuals instead of extra modes than maybe it could look to their expectations but some people have some out their expectations.. Like expecting vanillawear quality. Their games are literally straight repetitive lines, it's just not feasible for an igavania. Le sigh A) Are the same people saying the game is ugly now the same people who were saying it was beautiful earlier? I think that's always something to keep in mind when a narrative change abruptly over time - the internet is a big place so even in the same areas you are going to get a diversity of opinions. Those speaking up now may not be the same people that spoke up earlier. B) Not everybody has been closely following this game. This footage may have been the first footage they've ever seen of the game running. Some people weren't even aware of the E3 demo. That is obviously going to color their perspective. C) People have a habit of only tangentially reading up on a game or its campaign. A picture is a powerful thing - even if you scream in thousands of words that "X is only concept art", people will just see that image and take it to their graves. It's one of the drawbacks to not having real gameplay footage or a prototype to launch with your campaign. First impressions, even erroneous ones, can be hard to fix. Same thing happened to MN9 and will likely happen to every crowdfunding campaign that only launches with art and no demo or prototype. D) I would argue, and I think even the least critical of people feel this way, that this area feels less complete than others shown so far. It makes sense it would look worse to those less invested or less forgiving of the project? E) People, especially fans of this genre, have strong preferences for 2D art. Some are never going to "get over" that this game is in 2.5D or simply would always rather prefer it was in 2D (using sprites or whatever). That will always influence their opinions (and I don't think that's unfair as long as they aren't jerks about it). F) "It's an indie game still in development" is a fair point but its still not a shield vs. criticism (just that people should avoid hyperbole). I don't think people who said they preferred the look and animations of Shovel Knight while it was still in development would be wrong. For what its is trying to do, Shovel Knight looks amazing. Shantae 1/2 Genie Hero is a visually striking game and was always one throughout its development and eventual release. Critically acclaimed games like Ori and the Blind Forest or Gucameele are known and lauded for their visuals. Indivisible is an indie game also still in development and I would argue it looks better than Bloodstained. There is no doubt in my mind that this game will improve visually over time but I don't think its unfair if some people think it loses out in comparison to other games (released or still in development) visually (putting aside aesthetic preferences like how someone feels about gothic horror). As an aside, I think some people might be on edge because a common rebuttal when someone criticized how Mighty No 9 looked was for others to say "just wait it's still in development". However that game never ended up looking much better. Obviously this is not MN9 but I still think people remember how that game never improved and are worried, justified or not, about the same here.
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Post by Nobutron on Jan 9, 2017 11:01:01 GMT -6
Some are straight up uninformed like thinking the game was gonna look like the concept art from the beginning, others are straight up wrong saying it looks equal to mighty no 9 and DXC, and others just seem to be spewing hyperbole. It's an indie Kickstarter game....how good did they expect this to look? If all the money was focused on visuals instead of extra modes than maybe it could look to their expectations but some people have some out their expectations.. Like expecting vanillawear quality. Their games are literally straight repetitive lines, it's just not feasible for an igavania. To be fair, Vanillaware are quite passionate and talented in how they make their games, and George Kamitani usually takes on both the positions as director and art designer. And they have a quite distinct artstyle for their games to the point that you can quite quickly point when a game is made by them. Plus they're a veteran studio that have proven themselves with making 2D games with outstanding quality. Anyone who states that the graphics of Bloodstained are equivalent to those of Mighty no. 9 are objectively wrong and are in dire need of glasses. The level of detailing in both in-game models and the textures in Bloodstained are so far ahead of MN9's that it isn't even funny. just compare the backgrounds in the Village video for Bloodstained to that of MN9's intro level, Bloodstained has dynamic lighting and detailed textures that go well together, MN9 on the other hand has textures and models that don't mesh well at all with the lighting, and add to that their level of detail and resolution just looks flat and ugly and horribly outdated by todays standards, adding to the game's pathetic presentation. Even that little cutscene in the demo where Miriam dynamically leaps over Vepar's tentacle has more action going on it than all of MN9's cutscenes combined, so no, Bloodstained is not on the same level as MN9 at any level, it is a far superior product and I have full faith in IGA and his vision for the game. The man has proven himself to be far more dedicated to this project than Inafune ever was with his. Now I'm not saying that criticism from any other sources than us here at the official fan forum should be outright dismissed, that would be the height of folly and egotism, but one must be certain whether some sources are actually collectively intelligent enough to be taken seriously, and Neogaf is most certainly not. Edit: crocodile, in regards to the graphics of MN9 never improving, the first gameplay concept video that was cobbled together in 7 days has graphics that are quite clearly better than the final product, so MN9 actually underwent a severe downgrade in graphics during development, and nobody can blame that on the (still unreleased) 3DS version, as there's plenty of 3DS games with better graphics than MN9. Yes, we shouldn't expect a giant change in the graphics for Bloodstained at this point in time, but the graphics we have know are more than impressive for an indie game, and IGA knows better than to betray our expectations by downgrading them instead.
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Post by CastleDan on Jan 9, 2017 12:49:25 GMT -6
I get that people say it's still in development and that's not a great thing to say considering people still thought Mighty No 9 looked bad on release but I'm talking about people comparing the two visually. So let's compare - VS It's not even in the same league. A lot of the same people were clearly following the game, posting in threads about the other videos... What's changed since? They show an OBVIOUSLY unfinished area as it has no enemies, and no candles in sight and what...all of sudden now the game looks bad? As far as Vanillaware to the above poster - I'm not saying they aren't talented, i'm saying that visual style wouldn't work for a game of this magnitude. A fully explorable Castle with intricate level design, over 100 enemies, tons of weapons, tons of spells. It just wouldn't pan out. Vanillaware's games are typically very linear which bodes well for their the visual style.
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Post by Nobutron on Jan 9, 2017 13:21:01 GMT -6
CastleDanOh I totally agree, different artstyles benefit different styles of games. Vanillaware usually go for very stylistic fantasy-inspired games spread across different genres, though usually with rpg-elements in some form (though their newest project is sci-fi based instead). Bloodstained is aiming for a dark, gothic inspired look, so something like Vanillaware's style would obviously be detrimental to achieving the sort of atmosphere Bloodstained is aiming for.
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Post by Enkeria on Jan 9, 2017 14:46:53 GMT -6
Now if there were some foreground torches to cast her shadow naturally as she passes them.... That would be absolutely beautiful. Burning and glowing parts.. Fire. Sparks. Torches. Lamp-posts. Keep the flame going! Lavaaa... Also liked your thoughs on having cracks to appear when you land on platforms that might be weak. I like that idea a lot!
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Post by CastleDan on Jan 9, 2017 15:26:11 GMT -6
It's not that I'm saying the artstyle wouldn't look good for Castlevania.
I just think Igavania's are much bigger games content wise, and making the artwork look like that for game that has a fully explorable castle, with tons of items, with visual change armors, with magic abilities, with 100+ enemies would be way too time consuming.
Otherwise why wouldn't they have done it? They constantly state 2D visuals would cost too much money and take too long to do for this type of game. So there's a reason you won't see Vanillaware type visuals for a game like this.
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Post by Nobutron on Jan 9, 2017 15:58:44 GMT -6
I get it, yeah, that amount of work is simply infeasible in regards to time and money being spent. Especially for an indie game like Bloodstained.
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Post by XombieMike on Jan 9, 2017 16:32:33 GMT -6
Not that it's the case, but even if the world at large isn't pleased with the graphics of Bloodstained when it comes out, I doubt I could possibly be disappointed. A games overall experience is what matters to me. I fondly remember Symphony of the Night, and please understand I found a love for that game long after it's graphics were outdated. It has an overall visual style I liked, and it's silly to imagine myself picking over trivial details like shadows, lighting, 3D books and coffins in a 2D game, the way spike breaker armor just mows through spikes, or anything like that. Even the dialog was something I found to fit. The game was fun to play, and it's setting was something that left an impression in my memory that outshines the confines it has graphically. I don't know why I feel compelled to note this. I suppose I just look at people's criticism of the graphics as useful feedback, but also it shows me how you can't please everyone. Whenever I entertain the dream of ever making a game I just have to think about the massive criticism that must come along with the effort. Even if I were to make what was in my opinion the perfect game, there would likely be masses of people who detest it for a slew of reasons. Remember the shader vote? I didn't ultimately care about what was chosen. Sure, I have my preferences, but I know what we get will be quality stuff regardless. There are plenty of things I'd like to see be tweaked and what not, but it's easy to want that when I'm just an observer and not part of the team who is obviously doing their best. If I were to pipe up with a strong criticism about the look of the game, I feel like it would be like complaining that my wine was the wrong temperature to my host who had made it themselves just for me.
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Post by wissenschaft on Jan 9, 2017 18:16:33 GMT -6
I'm so happy there will be a village. I sure hope we get lots of villager quests like in OoE. Maybe we will have to rescue the villagers from within the castle.
I think CotM looks better than Harmony of Dissonance. HoD has way too bright colors to the point that its rather jarring to look at. And I know because I just finish replaying both games.
Overall, I think this lightning issue isn't a big deal to me. I hardly notice such small details unless it impacts gameplay. I'll have to leave the discussion over lightning to everyone else since I didn't notice any problem when watching the video. But then, I usually don't notice things like this anyway.
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Post by earthfield on Jan 9, 2017 18:47:22 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. I've been silent for a while now, since the previous update, but I feel I need to at least voice my concern. I feel the graphics shown from the village aren't good. The ship wasn't impressive, but I was more concerned about the gameplay back then, and I can say I feel gameplay will be great. Having said that, I still think this game is not visually good, which is something that even the old Igavanias managed to do, in a handheld console, no less. My big issue is the aesthetics they choose. Colours are either bleach desaturated or highly saturated, and that's painful to the eye, I'm actually baffled so much people thinks this is okay. Having played the recently launched Shantae, and some time before, the Indivisible demo, made me look at this and think "this is not good". First of all, I know those games goes for a cartoonish aesthetic, so they need to be vibrant and colourful, and I don't want Bloodstained to follow on those steps, but maybe there's something to learn in there. Older Igavanias went for the same gothic vibe, but managed to make first of all, the character distinguishable from the background, which this latest update fails to do; secondly, to have vibrant, harmonious colour schemes, individual for every section of the Castle, check this out: Look at those colours. Look how well they integrate with each other without being distracting. The colours in Bloodstained looks bleached in comparison. And I get the whole 3d illumination comes to play; not to mention, shading in Unreal is a pain, but that's where the artistic direction intervenes. Good art direction leads the tools of choice, and not the other way. I don't want to sound rude, but I think that going forward with these graphics is either because the team is lazy or untalented, and I'm here hoping it's neither of those. As a last word, because I don't wanna end up sounding so negative, I'm really excited for this. The E3 demo showed me this game is in good direction, and I'll be the happiest one if you prove me wrong in future updates, but before you go in full production, I'd love to see this stuff ironed out, because this is something rarely addressed afterwards. I hope everyone had a great holiday. See you around.
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Post by saberwolf94 on Jan 9, 2017 18:49:06 GMT -6
Am actually pretty happy that there’s a village and that there’s a stage on the boat to get there. It gives me a good Lament of Innocence vibe and of course Order of Ecclesia vibe since the village will kind of be your base of operation, there will be the store really like LoI and Dawn of Sorrow too you’ll be coming out of the castle and going back then to do stuff. It was a real shame when you see all those animations in SOTN when Alucard goes to the castle but you can’t do much outside. As for Miriam in the vid, I have to say I didn’t vote for her current shader but I accepted the result since, well, democracy. But I do wonder what the team was going to decide and IGA would pick if we didn’t have any influence. I mean to me it just looks like what we asked for so I don’t know why people think it’s different from before.
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Post by purifyweirdshard on Jan 9, 2017 20:26:15 GMT -6
I agree with Cecil's earlier thoughts...and one of my own from this is, it should be a bit easier for folks to see why we haven't been shown a lot of gameplay up to this point. The more they toss online, the more possible holes the internet can poke into what is shown, interpreting something as more "final" and representative than it actually is. A little "this video represents a game still in development" watermark throughout the video seems like an obvious/silly thing to do, but things can so quickly spiral out of control, especially with how touchy things can be related to the situation with other recent indie titles.
I myself don't see what is shown as bad. Conceptually it's great, just some lighting and detail added (like for example a bit fancier lanterns, more detailed/varied ground/foliage, etc). I'd be surprised if it stayed looking exactly like that a year and a half from now when the game is done, though. The point of this video was more to show a different area created utilizing procedural generation instead of per se "look at how beautiful this finalized game area is".
One other thing I'm wondering...was this presentation set to come out before or after Mana mentioned the village in the last podcast? haha
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Post by Enkeria on Jan 9, 2017 21:24:07 GMT -6
One other thing I'm wondering...was this presentation set to come out before or after Mana mentioned the village in the last podcast? haha I think Mana had in mind that they would show something around it pretty soon and since she didn't say much else that just "a village", this is exactly what they showed us. Regardless, Mana did an excellent job in her interview. Being honest, just like the rest of the development updates and forum posts as far as I can see, read and get the feel for. I am pretty sure the pressure is super high over at the office, and I would vote on any stuff they throw out at us, if they need the help, we shall aid them in future updates.
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Post by XombieMike on Jan 9, 2017 22:39:49 GMT -6
earthfield thanks for taking the occasional step out of the shadows to voice an opinion. I particularly interested in how you are excited and think the game is going in the right direction. I hope that even if the art style doesn't fit your tastes that it can still be something you enjoy. Your opinion on the graphics seems to actually be the prominent one. I find that baffling as I enjoy what I see, but that doesn't change reality in any way. I hope that the team finds an art style that works for more people. EDIT: Oh, and purifyweirdshard, about the village and the podcast stuff. The update wasn't planned to come out before the presentation. Mana dropped that little nugget about the village knowing it would be the focus of the next update. The village has been teased before. It looks like nekurors had everything figured out simply from the concept art pictures. I'd expect those other images to make it in the game as well at this point.
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Post by LeoLeWolferoux on Jan 9, 2017 22:57:57 GMT -6
I agree with Cecil's earlier thoughts...and one of my own from this is, it should be a bit easier for folks to see why we haven't been shown a lot of gameplay up to this point. The more they toss online, the more possible holes the internet can poke into what is shown, interpreting something as more "final" and representative than it actually is. A little "this video represents a game still in development" watermark throughout the video seems like an obvious/silly thing to do, but things can so quickly spiral out of control, especially with how touchy things can be related to the situation with other recent indie titles. Hmmm, I think it's quite the opposite; if there were a watermark of some caliber then I think it might set people at ease. Everyone seems to be on the edge about how it looks so far, and everyone keeps comparing it to things like concept art and the demo, but the thing is this: how is Development Update: 8, that much different than the previous demo and concept art? I mean I don't think that IGA was showcasing the village for it's aesthetic, people...come on. We JUST had a podcast with our community manager, mana, who revealed that the village and villagers were in fact a thing...you honestly think that she isn't gunna report that to the dev team? And even if I'm wrong, and that isn't the case, we DID learn some time ago that a village will probably be a possibility. (In the Bloodstained FAQS, if I'm not mistaken) So I don't think people should get all bitchy because we saw something that is likely not done, they should view it as predictable and consistent with the information that we've been getting. We didn't see the village for its aesthetics, we saw the village because it was likely next on what was supposed to be revealed to us. To showcase the idea and backstory BEHIND the village.
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