Enkeria
Silver in the Dark
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Amzeer - Aurora of Rebirth
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Post by Enkeria on Jun 8, 2017 16:03:44 GMT -6
Just seen like a minutes in and went so happy. The actual footage of the rooftop have been shown again, as I requested. Thank you! Now we need to compair them both ^^ Will continue to watch, paused it just to write this Update: Looks beautiful! I urge everyone to take a close look on these few things over each image to really get the feel how the new footage "pop" in the right direction. I also want to say that the footage of old are a bit blurry compare to the new ones, this due to fullscreen and personal settings on each player with their graphic card, sharpness and contrasts etc. New vs Old Rooftops: imgur.com/gallery/LWuYeWhat you should look at: Rooftops depht, color and placement of where Miriam walks / runs. Amount of details on sideroofs. Textures on wood and bricks are way more detailed. Lightsource is smaller and gives out a shine. Trees and houses in the background with darker contrast. Less misty feel. Lighter shadow behind Miriam. New Vs Old: Galleon Minerva imgur.com/JhNoPhw / imgur.com/TYit14NWhat you should look at: Image 1 - New image: Ropes have new textures, same goes with all wood and steel. Rain-animation seemed a bit more intense. Less misty in the background. Ornaments at the side of Galleon Minerva seems now carved, not burnt into the wood. Clear view of boxes which also have been darkned, leaving the trail of Miriam more clear. New angle on things in the background, could also be a random generated feature. Less dirt on the floor and wall. What you should look at: Image 2 - New image: Miriam's placement, now she "floats" - easy fix! Outside of that hole to our left have a deeper feel, together with a source of light from the center towards it. Softer lightning from our point of view towards the area and Miriam. New textures for the majority of environment. Ropes are now more detailed (and with new texture). Nails on thefloor and ceiling to keep the wood at place. Less dirt on the floor and wall, boxes are however still dirty. Now with a clear passage upwards.
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Post by Dragon_of_Dojima on Jun 8, 2017 17:34:52 GMT -6
I'm glad they seemed to have improved the environments, but I think everyone knows at this point that I don't care about visuals. DICO seems alright, good fit for the team.
Here's what I'm proud of. More and more people want the team to take their time. One guy even mentioned Mass Effect Andromeda which caught me off guard. There's no point in rushing this game. Though I am curious as to how console releases will work. My guess is that PC will come first and then about a week later it will come to the usual suspects.(PS4, ONE) Vita and Switch? Maybe a few months down the line.
OR everything will come days within each other. Either way, good luck.
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Post by Busterific on Jun 8, 2017 18:46:20 GMT -6
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! I tend to prefer tapping the direction twice to start a dash/run. This is intuitive enough and does not require a dedicated button. It would be interesting if they tied it to a shard that you would collect at some point in the game to get this ability. They could have an areas where the floor drops out and you can't get past without running through, or a longer jump that requires you to run and jump to get across. In this manner it's something that can be used in the game for more than just satisfying individuals who don't think Miriam is fast enough at her initial pace. It's also something that could be potentially upgraded with the possibility of charging through enemies/obstacles rather than being hit by them.
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Post by estebant on Jun 8, 2017 18:51:49 GMT -6
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! I tend to prefer tapping the direction twice to start a dash/run. This is intuitive enough and does not require a dedicated button. It would be interesting if they tied it to a shard that you would collect at some point in the game to get this ability. They could have an areas where the floor drops out and you can't get past without running through, or a longer jump that requires you to run and jump to get across. In this manner it's something that can be used in the game for more than just satisfying individuals who don't think Miriam is fast enough at her initial pace. It's also something that could be potentially upgraded with the possibility of charging through enemies/obstacles rather than being hit by them. The double tap to dash was used in Mirror of Fate, Circle of the Moon, and Richter mode in Symphony of the Night. And I found it annoying in all three. My guess is that Iga doesn't like it either since it never was used again after SoTN.
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Post by CastleDan on Jun 8, 2017 19:05:11 GMT -6
I tend to prefer tapping the direction twice to start a dash/run. This is intuitive enough and does not require a dedicated button. It would be interesting if they tied it to a shard that you would collect at some point in the game to get this ability. They could have an areas where the floor drops out and you can't get past without running through, or a longer jump that requires you to run and jump to get across. In this manner it's something that can be used in the game for more than just satisfying individuals who don't think Miriam is fast enough at her initial pace. It's also something that could be potentially upgraded with the possibility of charging through enemies/obstacles rather than being hit by them. The double tap to dash was used in Mirror of Fate, Circle of the Moon, and Richter mode in Symphony of the Night. And I found it annoying in all three. My guess is that Iga doesn't like it either since it never was used again after SoTN. I highly doubt that a shard is using that, or rather a shard you have to equip. If I had to guess it looks like a button input move that allows you to go quicker. My theory with this game is there's shards like the souls in Aria and Dawn and there's shards that are like relics in the form of movement abilities like Double Jump and dash, and special spells like metamorphosis
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akuwa
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Post by akuwa on Jun 8, 2017 19:39:13 GMT -6
visuals are truly breathtaking. I do agree about the lack of physics a lot of others seem to have, but I wouldn't call that a big deal. main thing is just that Iga takes his time to perfect the game the best he can, no pressure to get this game out on any set date, but lots of pressure to make this game as great as it can be, if this game doesn't turn out great I don't think I'll have the confidence to ever back another kickstarter.
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Elfina Ashfield
The Surreal Stargazer
Ancient Legion
[TI0]Unarchived Nova
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Post by Elfina Ashfield on Jun 8, 2017 19:50:21 GMT -6
In shoutbox: I really love the personality of DICO's Director, he behaves very very professional while answering technical questions, but at the end it reveals that he's also a big gamer who respects and loves IGA's work. On the graphics/visual side: I've been very critical about the village's visual since it's revealed, but this time I found it's significantly better. The old version gives me a sense that the image was going to "tear apart" (mostly due to the color I believe), the new version (especially in motion) everything blends extremely well and delivered a demolish feeling in a whole. Inside the ship, the first thing that I noticed is the devs toned down the brightness, now the ship got more sense of space (the "squeezyness" lol). Seama looks more shady too, which is a good thing for monsters. As CastleDan and freddythemonkey had mentioned before, everything is kinda stiff now, but I doubt we might see any environment interaction until the game in its final stage. We still got plenty of time though, and we got very talented teams behind the project. Can't wait for E3! Also shout out to staffs at Fangamer and Mana as always, thanks for all these hard work! Fangamer Steve Dangamer Mana EDIT: Enkeria Comparsion pictures are awesome! ...and how you guys even find out that forward dash thing lol! I didn't notice it like, AT ALL
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Evi is not evil until it is defined as evil.
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Post by Reunilu on Jun 8, 2017 21:21:52 GMT -6
I haven't been following the updates TOO well (I mean I have, but not to the extent of looking at the finer details) and I thought stuff like the village during the first time it was updated it was fine but after looking at Eikeria Gin's post, wow??? the improvement??? the first updates really do pale in comparison??? I am absolutely glad that they weren't shooting for a release within this year, because man does it look good. I am especially impressed with the new Galleon Minerva, in which there are sort of less details, but at the same time it feels much more detailed and that is an equilibrium in graphics and art in general that I just LOVE.
One thing that I noticed, and this is kind of nitpicky to say, but it feels like the improved village isn't affected very much by the red of the sky. It could be just me and my not-very-extensive knowledge of how light interacts with objects, though.
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Post by CastleDan on Jun 8, 2017 21:24:34 GMT -6
In shoutbox: I really love the personality of DICO's Director, he behaves very very professional while answering technical questions, but at the end it reveals that he's also a big gamer who respects and loves IGA's work. On the graphics/visual side: I've been very critical about the village's visual since it's revealed, but this time I found it's significantly better. The old version gives me a sense that the image was going to "tear apart" (mostly due to the color I believe), the new version (especially in motion) everything blends extremely well and delivered a demolish feeling in a whole. Inside the ship, the first thing that I noticed is the devs toned down the brightness, now the ship got more sense of space (the "squeezyness" lol). Seama looks more shady too, which is a good thing for monsters. As CastleDan and freddythemonkey had mentioned before, everything is kinda stiff now, but I doubt we might see any environment interaction until the game in its final stage. We still got plenty of time though, and we got very talented teams behind the project. Can't wait for E3! Also shout out to staffs at Fangamer and Mana as always, thanks for all these hard work! Fangamer Steve Dangamer Mana EDIT: Enkeria Comparsion pictures are awesome! ...and how you guys even find out that forward dash thing lol! I didn't notice it like, AT ALL I found it because I'm incredibly obsessive over new info/footage/picstures. After watching a video once I typically put it in ultra slow motion to see if I can spot any details. Oddly enough in this instance I noticed the sprint motion on my first watch mainly because I was scoping out the computers to see if there was any gameplay on them.
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zoned87
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Post by zoned87 on Jun 8, 2017 21:34:32 GMT -6
I am very impressed with how far the game has come. Looks like its shaping up to be great!
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Post by chocolatestain on Jun 8, 2017 22:26:00 GMT -6
visuals are truly breathtaking. I do agree about the lack of physics a lot of others seem to have, but I wouldn't call that a big deal. main thing is just that Iga takes his time to perfect the game the best he can, no pressure to get this game out on any set date, but lots of pressure to make this game as great as it can be, if this game doesn't turn out great I don't think I'll have the confidence to ever back another kickstarter. My thoughts on the matter are damn near blind fanaticism, but remember all the handhelds IGA produced after SOTN: Harmony of Disonance Aria of Sorrow Dawn of Sorrow Portrait of Ruin Order of Ecclesia All five of them were masterpieces IMO and I hate handheld gaming. It was a big step down. He had to compromise any ambitions he would have had for big screen gaming and still produced awesome games. I don't think he dropped the ball once. I played them all over the years and saved Portrait of Ruin for last, having played it just last weekend while I had caught a retarded cold with fever and couldn't do anything else. I was, (once again) amazed at how much charm the graphics, music and game had for me. Having played Ecclesia and others much closer to their releases years ago I was a little wary on how much I would like Portrait, but the magic was all there. I've been dying for another big screen Igavania since the day I completed SOTN, but more importantly, IGA has been dying to make another one himself. Not trying to scold any skeptical fans. I just want you to remember his track record. He has never faltered or failed us before; not with SOTN when he had a lot of freedom and not with the handhelds when when he was restrained.
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Dengojin
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Post by Dengojin on Jun 9, 2017 1:58:01 GMT -6
every single detail looks better and improved, I can't contain my excitement for E3 now!
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gunlord500
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Hyped for Bloodstained 2!
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Post by gunlord500 on Jun 9, 2017 2:21:24 GMT -6
Posted this on my blog, figured I'd share my thoughts here too The thing I like about this update is how much better everything looks. I know folks complained about the village, but it looks like 10 times better now! And even the stages we liked from the demo, like the ship, look so much better too. IGA asked some really thoughtful questions to the DICO staff member as well, so that was a plus Definitely glad to see things shaping up so nicely, this is just the boost Bloodstained needed ;D Now on to E#...glory awaits!
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Post by Cernex on Jun 9, 2017 3:13:11 GMT -6
Oh man, I haven't followed the development as closely as perhaps I should, but jebus, this looks pretty effin' sweet. I was worried for a sec that my lack of research meant the game was gearing up to be... well, ya' know. But after watching them gameplay vids? Nope, hyped again.
Man, I need to put more attention from now on.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jun 9, 2017 5:14:38 GMT -6
Looks beautiful! I urge everyone to take a close look on these few things over each image to really get the feel how the new footage "pop" in the right direction. I also want to say that the footage of old are a bit blurry compare to the new ones, this due to fullscreen and personal settings on each player with their graphic card, sharpness and contrasts etc.
I updated my older post in this thread with the images, giving some advice where you should put your eyes on.
One error that I found in this footage is another "floating Miriam" standing inside Galleon Minerva. Easy fix however.
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Post by def on Jun 9, 2017 10:31:04 GMT -6
Hi everyone. I just went digging around a bit. Is Inti Creates even still working on Bloodstained? Everything I can find suggests to me that DICO basically replaced Inti Creates' role in development. If you scroll down on their announcement site (http://bloodstained.dico4u.com/#1), it shows the ArtPlay logo, then "development: DICO, tech support: Monobit" and Inti Creates does not list the game on their site anywhere. In the IGN interview from October 2016 (http://www.ign.com/articles/2016/10/05/why-bloodstained-was-delayed-to-2018), which was conducted before the deals with DICO/Monobit were signed, Iga still talked about Inti but already foreshadowed that their role in development would be reduced once a new partner with more UE4 experience was found. I'm now wondering if they are even still working on this or their contributions at this development stage are ultimately so minor that they don't bother mentioning them anymore (and Inti themselves doesn't feel the need to list Bloodstained on its site)? I haven't been following all the updates too closely but I've just noticed this and I'm really curious now.
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purifyweirdshard
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Calling from Heaven
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Post by purifyweirdshard on Jun 9, 2017 11:38:06 GMT -6
He says that Inti Creates' role hasn't changed much in the recent Famitsu interview from BitSummit. That's in External Articles. I'm just saying this from memory, but you can check that out. Anyway, I'm here to post this: Update 53Dan from Fangamer just advised this went up, so it's a bit of an introduction about the trailer from IGA.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jun 9, 2017 11:56:42 GMT -6
He says that Inti Creates' role hasn't changed much in the recent Famitsu interview from BitSummit. That's in External Articles. I'm just saying this from memory, but you can check that out. Anyway, I'm here to post this: Update 53Dan from Fangamer just advised this went up, so it's a bit of an introduction about the trailer from IGA. Mr. Iga in one of the frames. Nice! Seen the video a few times already. Next Demo for E3 is shorter, but with a bit more difficulty. New enemies, familiar shard and areas. Fun stuff! Thanks for the notification in this thread, but perhaps it should be a stand-alone one?
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Post by def on Jun 9, 2017 12:23:19 GMT -6
He says that Inti Creates' role hasn't changed much in the recent Famitsu interview from BitSummit. That's in External Articles. I'm just saying this from memory, but you can check that out. Thank you! The whole dev situation just seemed very confusing regarding who did/does what. Especially since all the wiki pages still have the not entirely accurate story about what ArtPlay even is on them.
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purifyweirdshard
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Post by purifyweirdshard on Jun 9, 2017 12:38:18 GMT -6
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