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Post by crocodile on Jun 8, 2017 11:17:53 GMT -6
The June 2017 (Pre-E3) Update is here!Highlights
- Interview with the technical director at DICO (a company collaborating with Inticreates et al. on Bloodstained)
- A look around DICO's office and new gameplay shown off (Significant improvements to game visuals!)
- 3D Zangetsu model shown off (Again! See other topic for better viewpoint)
- Overview of BitSummit (IGA in Samurai garb!)
- Press Interviews (these have already been posted in the External Articles forum)
- Ask Curry the Kid! If you've got any questions for the "Curry the Kid" (castle design planner) tweet it with the hashtag #AskCurry. If you're lucky your question will be picked and asked in a future video.
- Fan Art galore!
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Post by CastleDan on Jun 8, 2017 11:25:44 GMT -6
Okay so a few things: 1. Visuals look nice: I dig the entrance more now with the additional color. I noticed on the ship stage the deck looks very wet now, I don't remember that in the demo. Also the sun looks more like a sun in the village! Yes! 2. Will they be adding physics to objects in the environment?
because jumping on the chandelier looked incredibly odd without any movement. 3. There's some sorta sprint move you can see in the footage. Thought that was interesting. Maybe it uses a button input? 4. The layout of the castle design seems nice but I still have some concerns because of the footage. We've seen this room : 3 times already. They pepper it with different objects and sure that gives the impression of it being different but it feels very copy and past. Mainly because when you see something like this You think it looks like a unique room. Then you realize, okay the main entrance area is that same room, the area in the video we watched is that same room with different column positions and a different chandelier position. That it's also the same room with the statue that's holding the sword in blood. Now I know we are seeing a very limited look of the game but I hope that there's far more actual unique rooms because treading in the biggest castle ever going into the same rooms in each area over and over will be repetitive exploration wise. ( that's my very critical self talking I loved most of what I saw)
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Post by purifyweirdshard on Jun 8, 2017 11:29:02 GMT -6
Hey croc you could also include in the notes that the interview video has several short segments of new gameplay clips.
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Post by freddythemonkey on Jun 8, 2017 11:39:46 GMT -6
Nice update! I loved the interview! Just a couple of things are a bit perplexing to me regarding the game footage. 2. Will they be adding physics to objects in the environment?
because jumping on the chandelier looked incredibly odd without any movement. Mainly this. I hope it's a thing to add later, because the environment looks too static this way. Not only the chandelier, but the ropes on the galleon too. I hope physics will come eventually, right know it looks a bit "odd" as castledan mentioned, especially paired to the fact that (and this may be a momentary impression) the light on the action seems a bit strange. It's like you have a lamp, offscreen, illuminating the scene like it were a cardboard. Other than that, I can feel their focus and passion and I am sure this will come out great.
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Post by Goobsausage on Jun 8, 2017 11:39:47 GMT -6
This was a good update. I liked the interview with DICO's tech director and I appreciate how Fangamer respected his privacy, and with the silly moment near the end. That was your doing, wasn't it Fangamer Steve ? The updated environments are a huge improvement, especially the village! I'm glad ArtPlay listened to feedback. I also appreciate the links to the interviews that came out between this update and the last one, the forum post explaining 20-30% progress, and the tweet of IGA in the recording booth. There's probably a bunch of backers seeing those for the first time. Thank you to everyone involved with making the update!
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Post by purifyweirdshard on Jun 8, 2017 12:00:52 GMT -6
DICO shows us again that they're fans of IGA's work. I really like the quote lol. I'm imagining the guy was saved from big company 3D sports games to work on a passion project, becoming involved with games he really loved as a younger man, and IGA gave him that opportunity...much like how something similar was extended to our Mana. Hang in there! You guys can do it!
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Post by Scars Unseen on Jun 8, 2017 12:03:44 GMT -6
Okay, so I guess we functionally have two update threads. I'll repost my thoughts from the other thread here.
For ease of reference, I am going start calling the DICO technical director "Dullahan."
So, not a bad update today. Kind of subtly showcasing changes in the game during that interview. I was kind of surprised that UE4 wasn't commonly used in Japan, but I guess I shouldn't be. Hopefully that won't be an issue.
So... I'm going to reserve judgement until we get the new demo, but I still find myself wishing that they were using a more aggressive shader for the environments. I'm just really not a huge fan of tying obvious 3D presentation to a 2D perspective. But, like I said, I'll wait until the demo to really get into that. I do agree with some others that the added color is a welcome change.
Beyond that, I think I'd just like to say that that fan art of Gebel is pretty fantastic. There have been some good contributions before, but that one just really stands out in my mind. Great job, pandanoi!
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Post by Pure Miriam on Jun 8, 2017 12:40:19 GMT -6
Okay. Huge update, lots of things to talk about, here comes my enormous and boring as hell analysis: DICO INTERVIEW: GAME FOOTAGE
THE VILLAGE
Dear Darwin, that village looks gorgeous. When it popped up i thought "wait, what? They improve the game's graphics SO MUCH LIKE THAT?" Everything feels WAY better than the last footage we had from the game. The houses look realistic, the tres at the background invites us to visit them, the shining sun, covered due to the hellish red clouds, the movement. Everything looks and feels quite nice. THE CORRIDOR
This corridor just improves more and more at each footage. I'm guessing it is part of the Castle Entrance. Maybe the entrance itself, since Miriam starts at a suspicious looking stairway. You have several layers there, the foreground where Miriam walks at the inviting purple carpet, the background with the tall pillars and archs, following something more at the background, another stairway that leads to another corridor with archs that remember those we saw some months ago (interesting...it would be fun to go there) and you can even spot some light at a window far, far away at the background for a second. The graphics are going really deep, i'm excited to think how much details they can fit if they are going so far. GALLEON MINERVA I'm deeply impressed with how HUGE of a improvement Galleon Minerva received. At the outside, the boat looks wet from the tempest, you can clearly see inside it at the ground hole, everything moves and animates in such a gorgeous and natural way. Inside Galleon Minerva, things have improved greatly, but i have to say, Seama looks better, more menacing and it actually died in a interesting way when Miriam hit it with the sword. So, the enemies we saw will also be reworked and re-animated. CANDLELIER ROOM I like the height variation among the plataforms, using the candle to jump around is a classic, the whole room feels unique and well built. The ground has a checkered pattern, and the celling has a lot of small details too. I'm impressed of how many details they are adding to each room. I also catch somekind of a really quick sprint at the Candlelier room scene (i think). Quite intriguing. (The sprint is at the candlelier room CastleDan ? when she falls down? Or i am seeing things?)
DICO INTERVIEW: INFORMATION
The interview was kinda fun (the Dracula joke ) although i think it could be a bit more varied. A 2.D game has way more challenges than i thought, but it is good that IGA is managing to keep his own view and desires, even with such a load of people working with him. CLOSING COMMENTS
I think that update was good. To be honest, i was worried we didn't had a update in a long time, but i can see the game is progressing nicely. I do have a bit of criticism. I mostly agree with CastleDan and some others. The scenario is great, beautiful and well detailed, but it lacks movement. As of now, it looks a bit stiff. You have animated sky, lots of clouds moving, but no wind at the trees. The candlelier looks like a plataform stick at the sky without movement. The scenario needs a bit more movement. That is my only criticism. But i loved what i watched, it is going to a really great direction. That's all folks!
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Post by BloodyTears92 on Jun 8, 2017 12:56:43 GMT -6
I have to agree, the improvements to the visuals are MASSIVE, and I already thought the demo looked great! I do also agree I hope later stages of development add some physics to the environment, having Miriam jump on rope hammocks and chandeliers that don't move is a bit odd, but I trust adding some basic animations is a late-development addition.
As for showing off the same areas, at this stage with still a year or so left, I think its good for a number of reasons: It shows off the improvements in a much more immediate manner. Seeing the Miverva, Entrace Hall and Village again made the visual enhancements so much more obvious than showing off a brand new area; and with so much dev time left, they can show us these improvements and keep 90% of the environments a mystery. I'd actually rather not see a new zone every time they have footage they want to show us for this reason. I really want the Castle to surprise me when I explore it next year!
The interview was a good touch with some interesting insights and it let us see a part of the team besides the ones we always talk about (IGA, Yamane etc.) They're all important and deserve some spotlight for their hard work.
Excellent update, and I cannot wait for e3!
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Post by Foffy on Jun 8, 2017 13:33:54 GMT -6
I was hoping to see if they hinted at the E3 demo, but I guess they'll probably talk about that when they show it next week.
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Post by Yän on Jun 8, 2017 13:35:32 GMT -6
Copypasting my own words on the Kickstarter comments: "I really like the way the graphics improved! Just about every environment we've seen in this update has had significant graphical improvements and that's wonderful. As people on the forums have mentioned - now the environments just need some more motion, physics and life to them. Like, when Miriam jumps onto a chandellier, it should move. Leaves in trees should have some movement to them. Maybe add some particle effects like dust or fireflies to the background. That could all contribute to making the world feel more real."
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Post by purifyweirdshard on Jun 8, 2017 13:57:05 GMT -6
To add, Dangamer just shared this with us regarding the gameplay snippets: "Dangamer: For what it's worth that game footage wasn't created specifically for the update—we just asked if we could include it to liven up the video. (I think it's a few months old.) So I wouldn't take it as representative of their overall goals for the game's look"
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Post by BloodyTears92 on Jun 8, 2017 13:59:42 GMT -6
Wait seriously? That beautiful footage is months old? As in the e3 demo might be even better? Good lord folks we've really got something here XD
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Post by Redogan on Jun 8, 2017 14:03:15 GMT -6
Everything looks great! Can't wait for E3 to see more!
I couldn't find the part in the video where Miriam does a dash move.....!? Am I missing something or are my eyes just too slow to see it? Great update. Love the rain effects (rainfall, slick/wet look on outside of ship) on Galleon Minerva.
Zangetsu looks really cool as well. I think it would be awesome to do a playthrough as him after my main playthrough as Miriam.
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Post by purifyweirdshard on Jun 8, 2017 14:03:49 GMT -6
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Post by Pure Miriam on Jun 8, 2017 14:26:48 GMT -6
EVEN BETTER
edit: Redogan , the dash thing is on a dev's PC screen around 1:43 or so. Oooh, I SAW IT NOW! HERE! That reminded me of something, by the way. Did anyone remembers this, from the concept art? I also remembered they saying that, due to some complaints about Miriam's speed, they were going to implement something to make her run faster if people wanted to use. Now, i'm thinking what this is: A Shard? A skill? (like, =>=> (foward,foward) for a dash). Something else we don't know yet? That is going to be a progression ability (to go further into the game, required to proceed)? So many questions at such a tiny frame!
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Post by purifyweirdshard on Jun 8, 2017 14:29:45 GMT -6
I didn't notice it myself until CastleDan pointed it out in the shoutbox. I had even watched everything individually as closely as I could and didn't see it at first, only really noticed the stage shapes there.
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Post by BloodyTears92 on Jun 8, 2017 14:32:05 GMT -6
It really reminds me of the Black Panther Soul from the Sorrow games, and its a good idea, so I can certainly see them giving Miriam some kind of "gotta go fast" power in the late game when you're just blitzing around the castle.
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Post by Redogan on Jun 8, 2017 14:38:03 GMT -6
I see it now. Awesome. Thanks, pws!
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Post by estebant on Jun 8, 2017 15:21:18 GMT -6
I finally got time to look at the video in detail and wow. Mana was right. It really does make the old demo look so shitty. (She didn't actually say it that way)
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