Post by Lestaroth on Jan 28, 2017 14:35:13 GMT -6
(Ah, it seems I created this thread in the wrong part of the forums. I wouldn't mind it being moved to the correct one. Thanks in advance, mods!)
Hey all once again,
I have been thinking of the game and its plot a few times and I have come with my own little version of it, though of course I guess it will influence nothing.
Feel free to comment on it.
And so, I have the feeling that Gebel not only wanted Miriam to feel safe in that castle, but also for her to have proper company.
He would have then secured the souls of the other orphans, even if they were deceased long ago. If he did... Maybe he would have found them from the alchemists after murdering them and tied them to the castle.
These souls would be protected from the demons (demons LOVE souls of the youthful and the innocent after all) or then they would a special rank of the demons themselves and would need to be purified.
They wouldn't be so much in number as I would picture them being set free by Miriam and staying in safe rooms (maybe Miriam's room) and/or joining her as familiars, at least those fit for combat. Some of them would be siblings, which was not uncommon at that time. They would have more lines than the common RPG NPC. Maybe some of them would have passions like game and art and would fill the proper purposes of art gallery, mini-games, giving Miriam hints, insights and ways to feel better upon her ordeal.
Speaking of Miriam's room, it would be sealed, yet opening as soon as she would approach (no need for a key).
As for the castle, I would love for it to be decrepit only, not a trap-heaven (or I'd play one of these games where pixel-perfect jumps are required and death looms at every corner), only populated by less-than commendable beings, sealed here and there* and having some tricky puzzles.
I did hear rumors that bottomless pits and other bad surprises wouldn't be in the game. I'd be glad for that.
What about thieves, bandits and "treasure hunters"? Maybe there could be a few of them, alive yet not visiting the castle much as deemed dangerous... Or then again, they'd be simply banned from entering... or ending as victims. *shivers*
It would also be funny that bosses end as familiars in a very size-reduced form. I certainly doubt it would happen, though.
For weapons and armor, I thought of them following the path of either physical or magical damage/protection, maybe both, maybe a process able to be reverted... I am certain that plans upon this are way advanced now, so it won't be like that at all.
That is all I could think about for now. The ideas about the souls of her childhood companions and their purpose in-game is what I wish for the most.
Thanks, be well.
Lestaroth
*Parts of the castle that are/were functional and needed yet sealed for Miriam to not witness them and go against Gebel for it. The latter being a bit like... Bluebeard. Yep.
Hey all once again,
I have been thinking of the game and its plot a few times and I have come with my own little version of it, though of course I guess it will influence nothing.
Feel free to comment on it.
And so, I have the feeling that Gebel not only wanted Miriam to feel safe in that castle, but also for her to have proper company.
He would have then secured the souls of the other orphans, even if they were deceased long ago. If he did... Maybe he would have found them from the alchemists after murdering them and tied them to the castle.
These souls would be protected from the demons (demons LOVE souls of the youthful and the innocent after all) or then they would a special rank of the demons themselves and would need to be purified.
They wouldn't be so much in number as I would picture them being set free by Miriam and staying in safe rooms (maybe Miriam's room) and/or joining her as familiars, at least those fit for combat. Some of them would be siblings, which was not uncommon at that time. They would have more lines than the common RPG NPC. Maybe some of them would have passions like game and art and would fill the proper purposes of art gallery, mini-games, giving Miriam hints, insights and ways to feel better upon her ordeal.
Speaking of Miriam's room, it would be sealed, yet opening as soon as she would approach (no need for a key).
As for the castle, I would love for it to be decrepit only, not a trap-heaven (or I'd play one of these games where pixel-perfect jumps are required and death looms at every corner), only populated by less-than commendable beings, sealed here and there* and having some tricky puzzles.
I did hear rumors that bottomless pits and other bad surprises wouldn't be in the game. I'd be glad for that.
What about thieves, bandits and "treasure hunters"? Maybe there could be a few of them, alive yet not visiting the castle much as deemed dangerous... Or then again, they'd be simply banned from entering... or ending as victims. *shivers*
It would also be funny that bosses end as familiars in a very size-reduced form. I certainly doubt it would happen, though.
For weapons and armor, I thought of them following the path of either physical or magical damage/protection, maybe both, maybe a process able to be reverted... I am certain that plans upon this are way advanced now, so it won't be like that at all.
That is all I could think about for now. The ideas about the souls of her childhood companions and their purpose in-game is what I wish for the most.
Thanks, be well.
Lestaroth
*Parts of the castle that are/were functional and needed yet sealed for Miriam to not witness them and go against Gebel for it. The latter being a bit like... Bluebeard. Yep.