Yän
Herald of the Moon
Loyal Familiar
Posts: 476
inherit
Herald of the Moon
1316
0
Jan 2, 2022 8:01:36 GMT -6
415
Yän
476
Jun 12, 2016 6:59:44 GMT -6
June 2016
yaen
|
Post by Yän on Jun 16, 2017 19:04:49 GMT -6
|
|
inherit
402
0
Dec 6, 2020 21:44:28 GMT -6
332
estebant
334
Jul 15, 2015 16:18:20 GMT -6
July 2015
estebant
|
Post by estebant on Jun 16, 2017 19:36:34 GMT -6
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. I'm hoping knife and Basilard will be different. Why would you include both in a demo that supposedly highlights the differences between weapons? But I won't get my hopes up.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Jun 17, 2017 2:34:26 GMT -6
Almost everything i could say, has been said already. I just wanted to point out that Holy Wisdom (church music) and Bloodless boss music are really awesome!
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Nov 22, 2024 16:16:48 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Jun 17, 2017 11:00:29 GMT -6
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. Also, I mentioned this earlier, but the knife and fist class weapons would do double hits if you were point blank range.
|
|
Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
1757
0
Oct 27, 2024 12:45:42 GMT -6
1,287
Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on Jun 17, 2017 12:09:25 GMT -6
Alucard could spam the basilard as fast as a fist weapon and could guard from projectiles By holding the attack button. Also, I mentioned this earlier, but the knife and fist class weapons would do double hits if you were point blank range. I saw double hit in one of the E3 gameplays, so thats a thing. And it seems we are getting a lot of different weapons. Mana said also in one late interview from this E3 that they know fans SotN + more in terms of both items and exploration. We know SotN is one of many templates they go after and it's cool to know they are doing features and adventures that they already hade ideas of doing when Castlevania were their projects. With that said, I think daggers and cool "odd" weapons will end up in the game. I never forgot that nunchucks. Cool, but not after you found better wepon a few minutes later... matter of taste sometimes, which is good.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Nov 22, 2024 16:16:48 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Jun 17, 2017 13:11:20 GMT -6
What's important is that now, possibly, you may be able to make oddball weapons like the nunchuku viable late game with the crafting system. That + specials could be big for variety and player individuality, and are big things I'm looking forward to learning more about.
I'm much more into SotN-y weapon variety and their unique attacks than shards. Always liked the options of gear and innate abilities over monster powers.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 19, 2017 8:48:55 GMT -6
So is it safe to say there aren't any skeletons in this game? It looks like the Morte took over for it?
I'm understanding of the idea that it wants to separate itself from Castlevania but I'm kinda bummed I have yet to see a skeleton enemy. That bone cracking sound when they exploded were incredibly satisfying. The morte don't scratch that itch.
|
|
inherit
402
0
Dec 6, 2020 21:44:28 GMT -6
332
estebant
334
Jul 15, 2015 16:18:20 GMT -6
July 2015
estebant
|
Post by estebant on Jun 19, 2017 9:00:01 GMT -6
So is it safe to say there aren't any skeletons in this game? It looks like the Morte took over for it? I'm understanding of the idea that it wants to separate itself from Castlevania but I'm kinda bummed I have yet to see a skeleton enemy. That bone cracking sound when they exploded were incredibly satisfying. The morte don't scratch that itch. My only complaint from the latest demo is how boring the death animations are compared to old Vanias.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 19, 2017 9:13:21 GMT -6
So is it safe to say there aren't any skeletons in this game? It looks like the Morte took over for it? I'm understanding of the idea that it wants to separate itself from Castlevania but I'm kinda bummed I have yet to see a skeleton enemy. That bone cracking sound when they exploded were incredibly satisfying. The morte don't scratch that itch. My only complaint from the latest demo is how boring the death animations are compared to old Vanias. You mean the disappearing thing they all essentially do? Yeah, I wonder if that's placeholder or they're just going with that. I don't MIND it as long as there's still a good amount of unique death animations in the game but seriously....skeletons....i miss them. lol
|
|
inherit
1881
0
Oct 29, 2019 17:44:00 GMT -6
449
freddythemonkey
489
May 23, 2017 4:59:35 GMT -6
May 2017
freddythemonkey
|
Post by freddythemonkey on Jun 19, 2017 9:33:44 GMT -6
I think it's mostly a placeholder, as in the old demo they seemed to have variants and neat details, so that may be an indicator of the fact that they want them to be varied/detailed/interesting.
|
|
inherit
402
0
Dec 6, 2020 21:44:28 GMT -6
332
estebant
334
Jul 15, 2015 16:18:20 GMT -6
July 2015
estebant
|
Post by estebant on Jun 19, 2017 9:59:32 GMT -6
My only complaint from the latest demo is how boring the death animations are compared to old Vanias. You mean the disappearing thing they all essentially do? Yeah, I wonder if that's placeholder or they're just going with that. I don't MIND it as long as there's still a good amount of unique death animations in the game but seriously....skeletons....i miss them. lol Even the 2016 demo had cooler deaths. But I'm not too worried. Iga has been working on videogames before I was born. I'm sure he understands why a good death animation is important.
|
|
inherit
146
0
Oct 14, 2020 19:02:31 GMT -6
119
nekurors
141
Jun 14, 2015 13:24:22 GMT -6
June 2015
nekurors
|
Post by nekurors on Jun 19, 2017 12:20:08 GMT -6
CastleDan is right, it's ok to get away from the Castlevania's enemy design wise, but let's not exagerate! Come on, we need at least 2 or 3 skeletons around, you can still make them different than the previous ones by innovating on their designs (there is a million of things to do with skeletons), come on who doesn't loves skeletons . I will even give you an example: a skeleton that rip out his own bones to attack you, there will be different types of attack depending on what kind of bone he is using, once he uses most of his bones he loses balance and drop dead on the floor or maybe as a last resource attack he jumps himself on the hair and detach his skull launching it towards you, his body dismantling when it hits the floor
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Nov 22, 2024 16:16:48 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Jun 19, 2017 13:21:51 GMT -6
Early on, we had a lot of skeleton love here on the forum for the enemy design threads. I'd be bummed if they were out, myself. I think bone-throwing Muerte may just be there because of skeleton bone throwers being a bit too iconic and specific to Castlevania, so perhaps some other bony bros later (bronies? wait...) One classic idea was for instance jim 's avatar, the candle skeleton.
|
|
Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
1757
0
Oct 27, 2024 12:45:42 GMT -6
1,287
Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on Jun 19, 2017 13:35:40 GMT -6
Death Animations There will be many different death animations on each enemy, with exception of bosses (perhaps). Mostly due to the elemental nature of weapons. In Diablo III as an example, the elemental damages had every enemy get an affix / effect attached to them. Ice attacks would make a chilling animation around the attack, the enemies would be somewhat if not entirely frozen. I have seen similar things in Bloodstained, mostly with the fire. Adding a fire attack to Morte, made them bubble up and explode, while using a sword to cut them would make their head fall off. It was cool to see and a welcome addition to the game. Very excited for these "affixes" and animations.
Odd Weapons? Much Love! I am looking forward to odd weapons like nunchuks once again, and we should not forget the backer created weapons, which may take the gameplay into a complete new twist. I mean, walking around with some kind of weapon that would originally never ever be a part of IGAs mind are something I am looking forward to. The ideas and the variety will surely satisfy the most of us. My highest wish for weapons are not how they work, but rather that they are balanced towards the end, so everyone can pick their favorite animation / style and stick with it, knowing they wont loose power over favorism. Whip, Axe, Dagger, Sword, Gun, Spear and so on.. All being good as an end game item, just different ways to wield them.
Bones Skeleton + Morte have been seen. I am pretty sure the concept of "skeleton" will be in the game. And giant bosses loosing limbs were almost clarified to be in the game. Almost!
The Blue Familiar Familiars with more colors than blue would be nice after some thought. The blue is sticking out too much. If anything, just add the blue as a faint aura around what ever creature we have as an familiar. And it is kind of sad to know not ALL of the familiars in the kickstarter backing poll progress would make it into the game. I am a sucker for art and such, and showing this and that, these and those guys.. It always ends up as a feel that I want it ALL to be in the game. It is like showing a piece of an soundtrack but some songs cant be played. (long live Goofball!).
Key Weapons Makes Progress? Do we even have any?! I do not think so. The cool part is that Miriam have kick animations, and in one of the interviews during E3 2017, they said the 'Kung Fu Boots' made it possible to make more things than last time. This could mean that we need to equip them, and perhaps other weapons to get pass some areas. Is this a feature we want? Are you for it, or against that idea? I think it is kinda neat.
Thanks Sorry bout my englishuu, I have been writing on this forum the past days while being very sick, so my spelling have been off, (as usual but anyhow).
|
|
inherit
447
0
Jun 11, 2024 9:28:29 GMT -6
182
DSLevantine
224
Jul 25, 2015 11:16:27 GMT -6
July 2015
dslevantine
|
Post by DSLevantine on Jun 19, 2017 19:20:07 GMT -6
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 disagree with this. Purposely lower the drop rate to force player to replay the game? I find it tedious, I would rather reload the game and kill the boss again and again until he drops the shard.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Jun 19, 2017 22:45:36 GMT -6
Early on, we had a lot of skeleton love here on the forum for the enemy design threads. I'd be bummed if they were out, myself. I think bone-throwing Muerte may just be there because of skeleton bone throwers being a bit too iconic and specific to Castlevania, so perhaps some other bony bros later (bronies? wait...) One classic idea was for instance jim 's avatar, the candle skeleton. It's not so much the need for some sorta skeleton in the game, I just think skeletons made a great cannon fodder enemy. It was an enemy that was in a great deal of the game and had many different types. They were enjoyable to kill and were recognizable......that nice crackling bone explosion sound. So I think it's just I miss them being as a main enemy for the game, granted we've seen small bits so far but the morte type giving you a bone throw kinda seems to imply skeletons are out as that main type of enemy. Morte doesn't really seem all that recognizable to me in a classic horror sense like a skeleton does. ( MINOR NITPICK RANT)
|
|
Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
1757
0
Oct 27, 2024 12:45:42 GMT -6
1,287
Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on Jun 20, 2017 5:05:48 GMT -6
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 disagree with this. Purposely lower the drop rate to force player to replay the game? I find it tedious, I would rather reload the game and kill the boss again and again until he drops the shard. Yeah, true. That would probably be the case. I wonder if we can keep the shards after a playthrough.
|
|
inherit
447
0
Jun 11, 2024 9:28:29 GMT -6
182
DSLevantine
224
Jul 25, 2015 11:16:27 GMT -6
July 2015
dslevantine
|
Post by DSLevantine on Jun 20, 2017 5:12:43 GMT -6
I disagree with this. Purposely lower the drop rate to force player to replay the game? I find it tedious, I would rather reload the game and kill the boss again and again until he drops the shard. Yeah, true. That would probably be the case. I wonder if we can keep the shards after a playthrough. I replayed AOS and OOE at least 5 times because new game+ carried over almost everything. I hope bloodstained will stay the same because there is no need for new game+ if I cannot carry over my progress
|
|
Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
1757
0
Oct 27, 2024 12:45:42 GMT -6
1,287
Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on Jun 20, 2017 5:19:52 GMT -6
Yeah, true. That would probably be the case. I wonder if we can keep the shards after a playthrough. I replayed AOS and OOE at least 5 times because new game+ carried over almost everything. I hope bloodstained will stay the same because there is no need for new game+ if I cannot carry over my progress It would be nice. It is not that hard to just create a new game. I wonder how many slots we will have to save our progress too. I play mainly on PC this time around and it would be nice to actually obtain everything and without delete the save, just create a new one beside it. How things are handled today with all this is a mystery to me. Many games love to overwrite old saves on the PC.
|
|
Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
inherit
Legendary Comrade
445
0
Oct 20, 2019 3:32:00 GMT -6
1,600
Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
1,068
Jul 25, 2015 2:19:20 GMT -6
July 2015
puremiriam
|
Post by Pure Miriam on Jun 20, 2017 6:14:26 GMT -6
My two cents about some of what as commented here: ABOUT SKELETONS
I know this is sad for some, but i guess you all can say goodbye to the classic Skeleton enemy. Although undead skeletons are really common at almost any game that deals with fantasy and horror, they became a iconic creature at Castlevanias. I believe we will see skeletons, but not like they were in Castlevania. Bloodstained is already a spiritual sucessor, it could turn into a carbon copy. What i think will happen is this: 1) Morte and Morte-like enemies are a replacement to some of the classic enemies from Castlevanias. Morte is a replacement to zombies, Morte Cannon is a replacement to Boneheads, while Morte Bone is a replacement to Skeletons. Expect Morte to be a whole "family" of enemies that most probably will be replacements to some classic ones. We already have other enemies being replacements to Castlevania enemies, like Dullahammer heads for Medusa heads and such. 2) Skeletons will probably still be at the game, but not like they were in Castlevania. For instance, skeleton animals, like skeleton dogs or demons. But the common, bone throwing skeleton? I highly highly doubt it. ABOUT NEW GAME +
There is absolutely no reason why a New Game + wouldn't carry over Shards. All Igavania games had New Game + were you carried over all items and equipment and all powers, with the exception of progression items and abilities (to block sequence breaking). At most, they will reset Miriam Level back to 1, but even that i believe it may be changed, considering Order of Ecclesia had a New Game + where you carried over your level too.
|
|