CastleDan i know, and i agree with you. I wanted a Igavania game. As far as i'm seeing, that's exactly what i'm getting. Everyone that backed this game wanted a Igavania game. And everyone is getting what they wanted. I'm satisfied with all i've seen at this moment.
LeoLeWolferoux Well, yeah, more or less. Some of them are obtained a bit after the boss, not imediatelly after, requiring a bit of exploration. But anyways, my point there was that, it is most probably that the chests and candlesticks placements are just to show off things of the demo.
I've got two issues :
Chandeliers and other things you jump on need some physics ( and the chandeliers look a bit bland )
and the blue glowing summons.. I want what they did with the Amy, give your helpers a color swap.
Besides that, I'm pretty dang happy with this game.
It's going to be tough going forward. I don't want to see too many of the locations or the bosses, what's the fun in knowing everything but at the same time I want to see updates.
This is a dilemma isn't it? On one hand I really like Bloodstained the way it plays right now, on the other hand I really want Bloodstained to become a long living franchise.
Maybe the running speed can be solved with animation only though - no change in gameplay.
See, if the animation would just be sped up and otherwise kept as it is, we'd have the issue of her feet sliding over the ground. However, if she'd cover less ground with each step because she makes smaller steps, she'd have to move her legs faster to run at the same speed, thus creating the illusion of a faster run. I think that would be the first thing that I'd try if I was them.
It could very well be that the opposite is true, if you slow down the animation, while still keeping the same movement speed, it could appear that she is moving faster because she is covering more space using less actions. Kind of like the Forest scene in SotN where Alucard speedwalks. Though the afterimages help with the sensation of speed as well.
That being said if they did do something like that I assume allot of people will complain that her animations look slower... either way someone will complain =P Save
Well that's what I'm thinking though - most people complain specifically about the animations looking slow and stiff. Miriam is doing pretty large strides right now - even larger strides would make it look ridiculous and more "floaty" in my opinion. I think that people want it to be a little more hectic which is why I advocate for more smaller steps to cover the same ground. I get your point though - it might backfire. I think they should probably give it a try and see how people respond to it, maybe even do a poll...
The most common issue I've seen with Bloodstained outside the forums is that Miriam moves too slow or too much like Alucard in SOTN. I'm all for letting IGA make the game he wants to make, but if it's possible/feasible at this point in development and he's open to feedback from this year's E3 demo, I'd like to see Miriam's default speed and movement increased in order to appeal to wider audiences and keep up with modern gaming standards.
I know fans are defending the movement as it is now ("it's just like SOTN", "it's an IGA game", "the older Castlevanias played like that too", "this article is wrong, the controls don't feel too floaty, they feel perfect", "this is exactly what they pitched on the Kickstarter"), mostly here on the forums, but it's making me think about how Yooka-Laylee was considered toomuch like the games that inspired it, met with a resounding "meh, it was okay", and not a lot of people really liked it outside of those who backed it. It feels like we're heading towards a "be careful what you wish for" situation.
Yeah, I'm not going to argue if Miriam's base speed needs to be faster or not but the endgame of all/most criticisms of the game (valid or invalid) being swatted away with a "that's how the old games were like!" will deprive Bloodstained for chances to evolve and push the formula as well as maybe grow the audience. Bloodstained should seek to be better than the old games, not just a regurgitation of the old games. Again I bring up Shovel Knight as an example as a SUPER successful "retro" game and it did that in part by evolving beyond the games of the past.
The most common issue I've seen with Bloodstained outside the forums is that Miriam moves too slow or too much like Alucard in SOTN. I'm all for letting IGA make the game he wants to make, but if it's possible/feasible at this point in development and he's open to feedback from this year's E3 demo, I'd like to see Miriam's default speed and movement increased in order to appeal to wider audiences and keep up with modern gaming standards.
I know fans are defending the movement as it is now ("it's just like SOTN", "it's an IGA game", "the older Castlevanias played like that too", "this article is wrong, the controls don't feel too floaty, they feel perfect", "this is exactly what they pitched on the Kickstarter"), mostly here on the forums, but it's making me think about how Yooka-Laylee was considered toomuch like the games that inspired it, met with a resounding "meh, it was okay", and not a lot of people really liked it outside of those who backed it. It feels like we're heading towards a "be careful what you wish for" situation.
Yeah, I'm not going to argue if Miriam's base speed needs to be faster or not but the endgame of all/most criticisms of the game (valid or invalid) being swatted away with a "that's how the old games were like!" will deprive Bloodstained for chances to evolve and push the formula as well as maybe grow the audience. Bloodstained should seek to be better than the old games, not just a regurgitation of the old games. Again I bring up Shovel Knight as an example as a SUPER successful "retro" game and it did that in part by evolving beyond the games of the past.
Nothing wrong with evolving gameplay but I don't think the feel of the characters needed evolving to begin with. This isn't the old Classicvania strut where you awkwardly move at a snail pace and it feels incredible stiff -
The latter doesn't seem like something a person would call antiquated, it certainly doesn't feel cumbersome or retro when playing it. It just does things differently. I always felt the floaty feeling was beneficial because it allowed you to kinda position where your character would drop easier. In a game like Castlevania where enemies were everywhere that could be quite helpful. We already know there's a dash move in this game, maybe people should spread that around and this wouldn't be a problem anymore. Pointing out that IGA is making a game that's very much like his previous games seems pretty obvious, and if people expecting something different than that than they were setting themselves up for disappointment. People act like this game feels like it's from the 80's or something. I've never seen so many people exaggerate the retro-ness of this game.
Last Edit: Jun 15, 2017 23:17:10 GMT -6 by CastleDan
The right bumper still hasn't been assigned a function. What if we get to dash from the very beginning like Juste?
It's a possibility, and I imagine if it works like that they put it in to appease people who don't like her speed. I wasn't a fan of it in Harmony though because it made you storm through the game too quickly. I like the build up and the contrasting elements of his games, they feel purposeful and gratifying. You start slow and as you get more and more abilities you get stronger and you get more capable in what you can do. That's much more rewarding than making your character quick from the get go.
Last Edit: Jun 15, 2017 23:19:45 GMT -6 by CastleDan
Post by aquaraider11 on Jun 16, 2017 0:52:29 GMT -6
Will 60€+ backers be getting this years E3 demo in steam too, like last year?
Especially when they mentioned they might change things for official release because of *things* (i dont remember and cant bother to look for it, its in the twitch stream)
Now that we've seen the double jump I just hope they improve to make it look more "stylish". I never liked it when the character just makes another simple jump in midair, it seems so uninspiring.
For instance Alucard grew wings when double jumping so I'm just thinking they could do something like that, maybe include crystals somehow.
Now that we've seen the double jump I just hope they improve to make it look more "stylish". I never liked it when the character just makes another simple jump in midair, it seems so uninspiring.
For instance Alucard grew wings when double jumping so I'm just thinking they could do something like that, maybe include crystals somehow.
Double Jump
If you want, make a thread about it. I would give it some attention for animation-ideas. Or find a thread about animation and give it a try there.
Chandeliers Have a little nudge when you actuall land on the tip of the chandeliers. There is no need for a random bounce since, like previously said in this thread, would make odd results. A small nudge, but big enough for us to notice, are the key here. I remembered some features in old Castlevania games took the "swing" and "dance" too far when it came to landing on fragile stuff. The nudge would actually make Miriam light and the actual item, in this case the chandeliers, heavier. They are pretty big.
Shard Pillars For the sake of the demo and trailer, they chose to show us breakable pillars with white shards in them. I would be happy to see these at the end of each boss-room after defeating them. It is not a new feature in Castlevania and reminds even of Metroid's orbs that you find all over the place. If say a boss have a really cool attack, and we have a 100% chance in getting the shard (or not?) the other room thereafter could be the real treasure (or not).
So if a Boss, which only spawn once (if its not a lesser demon early on that will come around after you defeated the first one in a room / stage), the actual shards they spew out could be a lower rating than 100%, this would add replay value if we could choose to actually save the shard progress and use it the next time around. I mean, by this, we actually have reasons to come back but the grinding would be limited. The bad part would be that after a while people would stop trying to get the shard perhaps, this is why each boss could've had shards at the vendor after defeating them perhaps 2-3 times? It would make a guaranteed "drop".
If we do not save the shards for our next gameplay, then I would suggest having the bosses use cool attacks and such and have those pillars for white passive shards only.
Now that we've seen the double jump I just hope they improve to make it look more "stylish". I never liked it when the character just makes another simple jump in midair, it seems so uninspiring.
For instance Alucard grew wings when double jumping so I'm just thinking they could do something like that, maybe include crystals somehow.
Double Jump
If you want, make a thread about it. I would give it some attention for animation-ideas. Or find a thread about animation and give it a try there.
Chandeliers Have a little nudge when you actuall land on the tip of the chandeliers. There is no need for a random bounce since, like previously said in this thread, would make odd results. A small nudge, but big enough for us to notice, are the key here. I remembered some features in old Castlevania games took the "swing" and "dance" too far when it came to landing on fragile stuff. The nudge would actually make Miriam light and the actual item, in this case the chandeliers, heavier. They are pretty big.
Shard Pillars For the sake of the demo and trailer, they chose to show us breakable pillars with white shards in them. I would be happy to see these at the end of each boss-room after defeating them. It is not a new feature in Castlevania and reminds even of Metroid's orbs that you find all over the place. If say a boss have a really cool attack, and we have a 100% chance in getting the shard (or not?) the other room thereafter could be the real treasure (or not).
So if a Boss, which only spawn once (if its not a lesser demon early on that will come around after you defeated the first one in a room / stage), the actual shards they spew out could be a lower rating than 100%, this would add replay value if we could choose to actually save the shard progress and use it the next time around. I mean, by this, we actually have reasons to come back but the grinding would be limited. The bad part would be that after a while people would stop trying to get the shard perhaps, this is why each boss could've had shards at the vendor after defeating them perhaps 2-3 times? It would make a guaranteed "drop".
If we do not save the shards for our next gameplay, then I would suggest having the bosses use cool attacks and such and have those pillars for white passive shards only.
I almost don't even want the special white shards after the bosses. We already get boss abilities from them. It'd be nice if they HIDE these shards, think about how SOTN did it with the Relics. The lightning wolf one was located in the very first room of the game and only could be accessed when you have the bat relic. My point being hide those things, make it a pleasure to find them....sticking them at the end of every boss battle is no fun. It becomes too gamey!
If you want, make a thread about it. I would give it some attention for animation-ideas. Or find a thread about animation and give it a try there.
Chandeliers Have a little nudge when you actuall land on the tip of the chandeliers. There is no need for a random bounce since, like previously said in this thread, would make odd results. A small nudge, but big enough for us to notice, are the key here. I remembered some features in old Castlevania games took the "swing" and "dance" too far when it came to landing on fragile stuff. The nudge would actually make Miriam light and the actual item, in this case the chandeliers, heavier. They are pretty big.
Shard Pillars For the sake of the demo and trailer, they chose to show us breakable pillars with white shards in them. I would be happy to see these at the end of each boss-room after defeating them. It is not a new feature in Castlevania and reminds even of Metroid's orbs that you find all over the place. If say a boss have a really cool attack, and we have a 100% chance in getting the shard (or not?) the other room thereafter could be the real treasure (or not).
So if a Boss, which only spawn once (if its not a lesser demon early on that will come around after you defeated the first one in a room / stage), the actual shards they spew out could be a lower rating than 100%, this would add replay value if we could choose to actually save the shard progress and use it the next time around. I mean, by this, we actually have reasons to come back but the grinding would be limited. The bad part would be that after a while people would stop trying to get the shard perhaps, this is why each boss could've had shards at the vendor after defeating them perhaps 2-3 times? It would make a guaranteed "drop".
If we do not save the shards for our next gameplay, then I would suggest having the bosses use cool attacks and such and have those pillars for white passive shards only.
I almost don't even want the special white shards after the bosses. We already get boss abilities from them. It'd be nice if they HIDE these shards, think about how SOTN did it with the Relics. The lightning wolf one was located in the very first room of the game and only could be accessed when you have the bat relic. My point being hide those things, make it a pleasure to find them....sticking them at the end of every boss battle is no fun. It becomes too gamey!
That is actually a even better idea! I like it. Nice. Yes, keep them (the pillars) and have them at secret locations.
Last Edit: Jun 16, 2017 10:38:55 GMT -6 by Enkeria
I think the attack speed is pretty fast actually. Just check out the Rapier or Kung-fu Shoes attacks! How much faster do you want? Like Enkeria Gin said, some weapons are faster than others depending on class/tier.
Game Radar: Elden Ring (2020-06) Golden Axe Arcade 1up machine (2020 Q3) Metroid Prime 4 (TBD) Breath of the Wild 2 (TBD) ---- Gaming since 1982
Has anyone seen footage of the Basilard in motion? I want to see if it works like Sympony of the Night. I didn't really like the way Soma and Miriam use knives.
Last Edit: Jun 16, 2017 17:04:30 GMT -6 by estebant
Has anyone seen footage of the Basilard in motion? I want to see if it works like Sympony of the Night. I didn't really like the way Soma and Miriam uses knives.
Alucard made a horizontal slash, while Soma and Miriam did a straight stab, right?
Has anyone seen footage of the Basilard in motion? I want to see if it works like Sympony of the Night. I didn't really like the way Soma and Miriam use knives.
Alucard made a horizontal slash, while Soma and Miriam did a straight stab, right?
Alucard could spam the basilard as fast as a fist weapon and could guard from projectiles By holding the attack button.
Last Edit: Jun 16, 2017 17:13:32 GMT -6 by estebant
Has anyone seen footage of the Basilard in motion? I want to see if it works like Sympony of the Night. I didn't really like the way Soma and Miriam use knives.
Saw the knife in motion and it looked very well done even had air lines surrounding it when used. Diggin' the details.
Ciel: Been a long time since I last logged here, but it seems that until we get any news of a sequel, there won't be much to discuss. Oh well!
Sept 25, 2023 14:32:30 GMT -6
purifyweirdshard: The discord is certainly where the activity is, but we'll keep this forum up and running as long as we can. Bloodstained's subreddit also still moves along pretty well
Oct 3, 2023 15:31:05 GMT -6
LeoLeWolferoux: Man, Yeah I'm surprised IGA hasn't said *anything* about a B:ROTN 2. As far as I know he had full intentions of making one, but radio silence as far as I know. :/
Jun 5, 2024 13:25:51 GMT -6
Brainiac: So Mr. Welldone...thoughts on Dom getting a new mode and Alfred getting bupkis?
Jun 11, 2024 9:37:55 GMT -6
Redogan: Classic II looks pretty good. I might add it to my Bloodstained collection.
Jun 11, 2024 10:25:56 GMT -6
XombieMike: You should! It continues the story!
Jun 17, 2024 18:57:57 GMT -6
Enkeria: Do we know if Mana Ikeda will continue to make art for Bloodstained 2? I mean. She really should! Its pure awesomeness.
Sept 24, 2024 10:08:30 GMT -6